Abstract
Gamification of education is a fact in recent years. This method for imperceptible learning is used in many countries and schools all over the world. The advantages and disadvantages of the educational games according, to students and teachers, are shortly explained here. The paper describes an intelligent video maze-game that is a container for various mini-games that bring the essential educational content and challenges for learners. It also presents a model of a student (as a learner and as a player) and the framework for providing a personalized learning experience in the context of an educational game. Thus, the presented maze game can fit different learning and playing styles of a particular user. The process of personalization is in line with the preliminary results from an online survey exploring students’ views about educational video games. The findings reveal their preferences about many issues such as types of mini-games, embraced learning content, and the willingness to repeat the game with the same or increased complexity to improve the overall results or acquired knowledge.
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Acknowledgements
The research is partially supported by the National Scientific Program “Information and Communication Technologies in Science, Education and Security” (ICT in SES) financed by the Ministry of Education and Science and from the APOGEE project, funded by the Bulgarian National Science Fund, No. DN12/7/2017.
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Terzieva, V., Paunova-Hubenova, E., Bontchev, B. (2020). Personalization of Educational Video Games in APOGEE. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_34
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