Adaptive Educational Games: Providing Non-invasive Personalised
Learning Experiences
Neil Peirce, Owen Conlan, Vincent Wade
Trinity College, Dublin
{peircen, Owen.Conlan, Vincent.Wade}@cs.tcd.ie
Abstract
Educational games have the potential to provide
intrinsically motivating learning experiences that
immerse and engage the learner. However, the much
heralded benefits of educational games seldom
consider the one-size-fits-all approach to education
they typically embody. The benefit provided by
adaptive educational games is that of a motivating
environment reinforced with a personalised learning
experience. However, adapting a game to enhance its
educational benefit endangers its intrinsic motivation
and flow. This paper proposes a novel approach for
non-invasively adapting a game to enable a
personalised learning experience. This is achieved
using an innovative, generic and reusable architecture,
without mitigating the motivational features of gaming.
An implementation of this approach in the form of the
ALIGN (Adaptive Learning In Games through Non-
invasion) system is detailed and the results of an
authentic evaluation are discussed.
1. Introduction
Educational games can be seen as a progression in
technology enhanced learning that provides direct
support for a learner’s motivation [1]. Although games
can provide an intrinsically motivating experience, the
complexities of educational game design is
considerable [2]. With the full potential of educational
games yet to be realized [3] one must consider the
existing approaches to technology enhanced learning
that have proven fruitful. For instance, adaptation has
long proven beneficial in eLearning as is evident in
Adaptive Hypermedia [4, 5]. Combining adaptation
and educational games can uniquely present a
personalised supportive motivational experience. In
realising this motivation through appropriate challenge,
curiosity, fantasy, and control [6] there remains great
potential to address the under-motivated learner.
The continuing progression in educational gaming
has seen a move away from the crude separation – or
Shavian reversals [7] - of gaming and learning
scenarios present in first generation educational games
towards a more integrated gaming and learning
experience. (e.g. Darfur is Dying, Peacemaker, Brain
Training). One notable characteristic of these
contemporary games is the emphasis placed on
maintaining an enjoyable gaming experience, which is
often prioritised over the regularity and frequency of
learning content. Whereas this may initially seem a
misguided approach in consideration that a positive
learning outcome is the ultimate goal, one must
consider that the effect of doing the opposite, i.e.
prioritising learning content over gaming, is
considerably worse. In a scenario where the
presentation of the learning content is prioritised over
the gaming experience, the possibility of the gaming
experience being negatively impacted increases
significantly. Without an immersive gaming
experience the benefits of using games as a
motivational vehicle for learning becomes
compromised. It has been identified by a number of
authors [3, 8] that an educational game must be a game
first and an educational tool second. Without this
prioritisation the potential benefits of gaming are
mitigated.
Although a learning experience that is intrinsically
motivating is advantageous, it is but one of many
contributing factors that can lead to effective learning
outcomes. The field of adaptive hypermedia in
particular has long focused on another factor, the
benefits provided by the adaptability and
personalisation of the learning experience.
This paper addresses the problem of non-invasively
supporting a learner within an adaptive educational
game. Through an innovative approach to
personalising learning challenge, and meta-cognitive
support, it is shown how an immersive 3D adventure
game can be personalised in a manner that is not
invasive to the player’s gaming experience. Explicitly,
the non-invasive adaptations do not compromise the
game narrative and character consistency; they are
non-invasive to the gameplay experience. This
approach promotes augmentation over intervention in
Second IEEE International Conference on Digital Games and Intelligent Toys Based Education
978-0-7695-3409-1/08 $25.00 © 2008 IEEE
DOI 10.1109/DIGITEL.2008.30
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Second IEEE International Conference on Digital Games and Intelligent Toys Based Education
978-0-7695-3409-1/08 $25.00 © 2008 IEEE
DOI 10.1109/DIGITEL.2008.30
28
Second IEEE International Conference on Digital Games and Intelligent Toys Based Education
978-0-7695-3409-1/08 $25.00 © 2008 IEEE
DOI 10.1109/DIGITEL.2008.30
28
Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
978-0-7695-3409-1/08 $25.00 © 2008 IEEE
DOI 10.1109/DIGITEL.2008.30
28
Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
978-0-7695-3409-1/08 $25.00 © 2008 IEEE
DOI 10.1109/DIGITEL.2008.30
28
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