Göbel, Stefan ; Wendel, Viktor (2016)
Personalization and Adaption.
In: Serious Games - Foundations, Concepts and Practice
doi: 10.1007/978-3-319-40612-1_7
Buchkapitel, Bibliographie
Kurzbeschreibung (Abstract)
Computing machinery allows the creation of intelligent, personalized, adaptive systems and programs that consider the characteristics, interests, and needs of individual users and user groups. In the field of serious games, storytelling and gaming approaches are used as motivational instruments for suspenseful, engaging learning, or personalized training and healthcare. This chapter describes models and mechanisms for the development of personalized, adaptive serious games with a focus on digital educational games (DEG). First, the term adaptation is defined—both in general and in the context of games—and basic mechanisms such as the concept of flow are described. Then, player and learner models are analyzed for classification of player characteristics. For the control of serious games, adaptive storytelling and sequencing mechanisms are described. In particular, the concept of Narrative Game-based Learning Objects (NGLOBs) is presented, which considers the symbiosis of gaming, learning, and storytelling in the context of an adaptive DEG. Finally, the presented theoretical concepts, models, and mechanisms are discussed in the course of the 80Days project as a DEG best-practice example—which considers authoring, control, and evaluation aspects, and its practical implementation in 80Days using the authoring framework StoryTec.
Typ des Eintrags: | Buchkapitel |
---|---|
Erschienen: | 2016 |
Autor(en): | Göbel, Stefan ; Wendel, Viktor |
Art des Eintrags: | Bibliographie |
Titel: | Personalization and Adaption |
Sprache: | Englisch |
Publikationsjahr: | 26 August 2016 |
Ort: | Berlin |
Verlag: | Springer |
(Heft-)Nummer: | 1 |
Buchtitel: | Serious Games - Foundations, Concepts and Practice |
DOI: | 10.1007/978-3-319-40612-1_7 |
URL / URN: | http://www.springer.com/de/book/9783319406114 |
Kurzbeschreibung (Abstract): | Computing machinery allows the creation of intelligent, personalized, adaptive systems and programs that consider the characteristics, interests, and needs of individual users and user groups. In the field of serious games, storytelling and gaming approaches are used as motivational instruments for suspenseful, engaging learning, or personalized training and healthcare. This chapter describes models and mechanisms for the development of personalized, adaptive serious games with a focus on digital educational games (DEG). First, the term adaptation is defined—both in general and in the context of games—and basic mechanisms such as the concept of flow are described. Then, player and learner models are analyzed for classification of player characteristics. For the control of serious games, adaptive storytelling and sequencing mechanisms are described. In particular, the concept of Narrative Game-based Learning Objects (NGLOBs) is presented, which considers the symbiosis of gaming, learning, and storytelling in the context of an adaptive DEG. Finally, the presented theoretical concepts, models, and mechanisms are discussed in the course of the 80Days project as a DEG best-practice example—which considers authoring, control, and evaluation aspects, and its practical implementation in 80Days using the authoring framework StoryTec. |
Fachbereich(e)/-gebiet(e): | 18 Fachbereich Elektrotechnik und Informationstechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik > Multimedia Kommunikation |
Hinterlegungsdatum: | 20 Okt 2016 07:11 |
Letzte Änderung: | 24 Jan 2023 13:57 |
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