Promotion of Learning Motivation through Individualization of Learner-Game Interaction
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18) 2018
Sandra Kaczmarek, Sintija Petroviča-Kļaviņa

Educational games have been used in educational settings for ages. The reasons behind this interest are different, e.g., games increase enjoyment, involvement, and motivation, as well as they influence emotions. In an area where competence level and challenge level are well balanced the so-called “flow-experience” appears. But how can we maintain “flow-experience” by using serious games? Computational intelligence could be a pioneer answer, if the technology will be implemented in a didactic and meaningful manner. A serious game with emotion-based adaptation has been developed and described in the paper. An experimental study with 244 participants has been carried out involving the usage of the developed game. Results of the experiment in terms of learning outcomes, flow-experience, and motivation are described in the paper.


Atslēgas vārdi
educational games, learning motivation, flow, computational intelligence, learner-game interaction, experimental design
DOI
10.1109/CIG.2018.8490371
Hipersaite
https://ieeexplore.ieee.org/document/8490371

Kaczmarek, S., Petroviča, S. Promotion of Learning Motivation through Individualization of Learner-Game Interaction. No: Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG’18), Nīderlande, Maastricht, 14.-17. augusts, 2018. Piscataway: IEEE, 2018, 324.-331.lpp. ISBN 978-1-5386-4360-0. e-ISBN 978-1-5386-4359-4. ISSN 2325-4270. e-ISSN 2325-4289. Pieejams: doi:10.1109/CIG.2018.8490371

Publikācijas valoda
English (en)
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