Serious games can be used for a vast amount of different purposes and they change the way we think, learn, and entertain ourselves. The focus of this paper will be more about learning or educational games and how the adaptation of content through personalized preferences can be of an importance for capturing the user’s interest and retaining their motivation. The aim of this paper is to highlight the importance of the content adaptation of a serious game target group in order to maintain their motivation to achieve the learning outcome. The players of serious games usually have a goal or motivation prior to begin playing a game. Those goals may include the learning of a new language or increasing one's geography or math skills. By adapting ...
International audienceGamification is widely used to increase learner motivation when using a learni...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
This article focuses on personalised games, which we de-fine as games that utilise player models for...
Serious games can be used for a vast amount of different purposes and they change the way we think, ...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
International audienceThe gamification approach is often used in educational settings, with widely v...
International audienceGamification, defined as the use of game elements in non game situations, is a...
(Scimago Q2, ATIEF B)International audienceBackground. Many learning environments are quickly desert...
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user iden...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
textSince the mid-1980s, various educational games have been developed, and their popularity has imp...
Computer games started to be integrated in the learning process in order to bridge the gap between t...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
This article focuses on personalised games, which we define as games that utilise player models for ...
International audienceGamification is widely used to increase learner motivation when using a learni...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
This article focuses on personalised games, which we de-fine as games that utilise player models for...
Serious games can be used for a vast amount of different purposes and they change the way we think, ...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
Nowadays, students are spending more and more time doing online entertainment activities rather than...
International audienceThe gamification approach is often used in educational settings, with widely v...
International audienceGamification, defined as the use of game elements in non game situations, is a...
(Scimago Q2, ATIEF B)International audienceBackground. Many learning environments are quickly desert...
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user iden...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
textSince the mid-1980s, various educational games have been developed, and their popularity has imp...
Computer games started to be integrated in the learning process in order to bridge the gap between t...
Game-based learning has been a strong emerging trend in the 21st century but several research studie...
This article focuses on personalised games, which we define as games that utilise player models for ...
International audienceGamification is widely used to increase learner motivation when using a learni...
Game-based learning (GBL) is claimed to contribute to motivation and learning in a variety of conten...
This article focuses on personalised games, which we de-fine as games that utilise player models for...