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Предмет Педагогика

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Bohodir Jalolov

Stimulating Learning through Educational Games

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Stimulating Learning through Educational Games
1 CONTENTS
Introduction……………………………………………………………………….3
MAIN PART:
I. Explicit Methods………………………………………………………………...5
II. Implicit and Unobtrusive Methods……………………………………………...7
III. Interpreting interaction traces…………………………………………………..8
IV. Interpreting conversation……………………………………………………...12
V. Interpreting learner’s errors……………………………………………………14
VI. Path follow……………………………………………………………………15
VII. Taxonomy of learner modeling methods……………………………………17
VIII. Educational games used to model learner…………………………………..18
Conclusion………………………………………………………………………..26
References………………………………………………………………………..27
2 Introduction
Recently, there has been growing interest in the use of games in education.
Educational   games   have   been   found   to   stimulate   learners   by   increasing   their
motivation   and   engagement.   In   addition,   educational   games   could   be   used   for
creating   the   learner   model.   In   fact,   these   games   provide   ample   opportunities   for
learner’s   interactions   with   the   computer   which   can   be   exploited   for   creating   a
reliable learner model. This paperpresents a survey of the field of learner modeling
using educational games, describing the main methods and proposing taxonomy to
better organize them. The paper also enumerates several educational games that are
suitable   for   experimentation.   This   synthesis   is   expected   to   not   only   help   the
researchers and developers working in this field but also pedagogues and teachers
who plan to integrate these approaches in educational context.
A learner model is a key component of any adaptive e-learning system as it
maintains information about learners in order to provide them adaptation according
to   their   current   learning   needs.   Bull   defined   the   learner   model   as   follows   “the
learner model is a model of the knowledge, difficulties and misconceptions of the
individual.   As   a   student   learns   the   target   material,   the   data   in   the   learner   model
about their understanding is updated to reflect their current beliefs”. Bull et al. also
added that various information types could be stored in the learner model such as
knowledge;   interests;   cognitive   style;   eagerness;   helpfulness;   interaction
preferences;   opinions   of   peers;   and,   user   actions.   The   process   of   creating   learner
model,   so-called   learner   modeling,   requires   numerous   if   not   continuous
observations   of   interactions   between   the   learner   and   the   computer.   Learner
interaction  with the  computer  is  rather  restricted in traditional  e-learning systems
This   information   does   not   accurately   inform   us   how   the   learners   have   interacted
with particular  content.  Did they  actually  read  the  content? Did  they  examine it?
Or, did they simply leave the page without actually gaining anything (Moreno-Ger
et al.? The lack of a variety of interactions between the learner and the traditional
e-learning systems affects the certainty of the interpretations that could result in a
3 misconstruction and therefore affect  the accuracy of  learner modeling process.  In
this   context,   educational   games   are   not   only   considered   as   interactive   didactic
support that is able to increase the learner motivation and engagement, but also as
the   means   to   provide   ample   opportunities   for   learner’s   interaction   with   the
computer,   which   can   be   used   to   create   reliable   learner   models.   Therefore,   using
educational games (that represent a highly interactive content) to model the learner
is a promising trend.
This   course   paper   presents   a   survey   of   the   field,   describing   the   main
methods   and   proposing   taxonomy   to   better   organize   them.   This   paper   also   lists
several educational game platforms that are suitable for experimentation. The main
content of the paperis a review of existing methods that have already been used to
model the learner using educational games. To make the scope of the review more
clear, we define the concepts of modeling methods as a set of ideas and approaches
that   can   be   presented   at   the   conceptual   level   and   used   to   achieve   the   specific
objective of creation of learner model.
In this  paper, we will  observe those  methods that  model  learners explicitly
and   the   ones   that   model   them   implicitly.   The   difference   between   explicit   and
implicit   methods   of   learner   modeling   is   related   to   the   ways   of   extracting
information about learners. An implicit method aims to extract information about
learners   in   a   hidden   and   unobtrusive   way,   without   endangering   the   high   level   of
engagement provided by educational games. On the other hand, an explicit method
aims to use a direct and obvious way of extracting information and making it overt
to   learners.   The   next   section   of   the   paper   presents   identified   methods   that   have
already been used to model the learner explicitly. Section   3   presents methods used
to generate learner models implicitly. Section   4   introduces the taxonomy of learner
modeling   methods   which   use   educational   games.   Sections   5   and   6   describe   and
discuss several educational games used to model the learners. Lastly, conclusions
are drawn and directions for future work are presented.
4 I. Explicit Methods
In   this   part,   we   present   identified   methods   that   have   already   been   used   to
model the learner explicitly, along with examples.
Evaluation of questionnaire
Learner modeling can be performed through evaluating the learner's answers
to a questionnaire at the beginning, during or at the end of the educational game. It
can   also   be   done   by   redirecting   learners   to   an   online   survey   and   asking   them   to
answer questions 
For   example,   Moreno-Ger   et   al.   evaluated  the learner’s  level  of  knowledge
as part of learner modelling through a questionnaire and some basic tests to capture
the  learner’s   initial  level  of  knowledge.  The  learners  were  then  provided  with  an
educational game, which also included an in-game exam. The results of that exam
were used to grade the learners. Finally, the final in-game exam was used to assess
the   learners’   proficiency.   In   another   example,   after   completing   the   educational
game, learners were asked to self-report the mental effort investment level and the
difficulty level associated with the learning task on a 9-point Likert scale [16, 543].
A   scale   named   EGameFlow   was   used   by   Fu   et   al.   to   measure   learners’
enjoyment of educational games. This Likert-type scale contained 42 items, with 1
and 7 representing respectively the lowest and highest degree to which respondents
agree with the items. Similarly, in Pourabdollahian et al., learners were requested
to   answer   a   questionnaire   in   order   to   evaluate   their   level   of   engagement.   The
questionnaire contained 21 questions based on 5-point Likert scale and categorized
according   to   five   classifications   (challenge,   immersion,   interest,   purpose   and
control)   [11,   695].   The   data   collected   from   the   survey   was   analyzed   by   both
descriptive and inferential statistics for evaluating the engagement of learners.
5 Various hardware and software equipment have also been used for modeling
the   learners.   The   behavior   of   the   learners   can   be   recognized   through   identifying
gestures,   body   posture   and   physiological   signals.   It   is   done   by   identifying   and
labeling different reactions to game events and then looking for common features
of body expressions.
Rebolledo-Mendez   and   de   Freitas   and   Jimenez   et   al.   used   Electro
Encephalogram   readings   using   Brain   Computer   Interface   (BCI)   for   psychometric
input   to   measure   attention.  BCI   offered   the   possibility   of   reading   electric   signals
generated   by   neural   activity   in   the   brain,   which   could   be   used   to   assess   the
learners’ attention levels. In another example [17, 268], learner's level of attention
was   evaluated   using   two   components.   The   first   component   detected   user’s   gaze
behavior based on input from a web camera. This component used the direction of
eye   or   head   to   establish   the   screen-space   coordinates   of   where   the   user   was
looking.   The   second   component   measured   attention   levels   using   a
neurophysiological recording device.
Electromyography   sensors   have   also   been   used   to   detect   several   types   of
bodily expressions  to recognize rapidly changing emotions. Likewise, Amershi  et
al.   collected   data   on   game   events   and   learners’   biometric   expressions   to   form   a
picture   of   the   most   common   biometric   expressions   of   emotion   towards   events
within the educational game. Learners’ biometric expressions were recorded using
4   sets   of   sensors.   Each   biometric   recording   was   synchronized   with   logs   of   the
game events that could stimulate an emotional reaction.
6 II. Implicit and Unobtrusive Methods
Several   methods   have   been   used   to   generate   learner   models   implicitly.   In
this section, we will identify and discuss methods that have been used in literature.
Translating learner's actions
In this method, the set of actions made by the learner during the game can be
interpreted and translated into descriptive information useful to model the learner.
In   addition,   experts   or   automated   systems   define   an   appropriate   description   for
each   set   of   actions.   These   descriptions   are   then   used   to   model   the   learner.   For
example, the learner model in Lessard[15, 97] aimed at creating a representation of
learner’s cognitive traits. To do that, the study established connections between the
behavior   of   the   learner   and   his/her   actions   in   the   game.   Specifically,   the
manifestations   of   traits   that   the   learner   may   exhibit   during   game-play   were
identified. This could provide evidence of the learner’s cognitive abilities.
The learner model’s goals in Conati and Zhao  andManske and Conati were
to   generate   assessment   of   learner’s   knowledge   on   number   factorization.
Knowledge   assessment   was   done   by   representing   the   probabilistic   relations
between learner’s actions and the corresponding learner’s knowledge.
Learner's motivational state was assessed in Stathacopoulou et al. [18, 203].
For that, the learning environment stored in a log file all the available information
about what  a learner was doing, recording each learner action with a time stamp.
Typical   examples   of   learner   actions   included   selection   of   objects   for
experimentation, selection of available tools, mouse moves, mouse drags or clicks
on tools or objects, mouse drags when the learner was trying to draw a vector, as
well as the time when the action was performed. After that, expert teachers defined
actions related to each type of evidence of learner’s motivational state.
7 In another example, inferences were drawn about the learners’ feelings and
reactions   depending   on   the   time   they   spent   before   and   after   they   made   some
actions   in   the   educational   game.   For   example,   the   time   that   a   learner   took   to
answer   a   question   was   used   to   measure   the   degree   of   speed   of   the   learner.   The
pausing time after a system’s response was used to measure the degree of surprise
that the response might have caused to the learner. The number of times a learner
pressed the “backspace” and “delete” button while forming an answer was used to
measure   the   degree   of   certainty   of   the   learner   concerning   a   particular   answer.
Similarly, mouse movements without any obvious intent were used to measure the
degree of concentration or frustration on the part of the learner.
Learner’s   emotional   state   was   assessed   in   Katsionis   and   Virvou.   For   that,
computer  logging was  used  to record learners’  actions  while  they interacted  with
the educational game. The collected data was analyzed by five human experts who
also observed learners’ actions while the learners played the game and noted down
what the learners were likely to have felt.
The   learner   model’s   goal   in   Conlan   et   al.   was   to   generate   a   real-time
evaluation   of   a   learner’s   skills.   The   skill   assessment   engine   component   was
responsible   for   translating   each   learner’s   actions   within   the   game   into   a   list   of
probabilities that showed the likelihood of each relevant skill having been acquired
by   the   learner.   The   learner   model   determined   which   skill   states   had   increased   or
decreased in probability.
III Total Phyisical Response (TPR)
TPR   stands   for   Total   Physical   Response   and   was   created   by   Dr.   James   J
Asher.   It   is   based   upon   the   way   that   children   learn   their   mother   tongue.   Parents
have 'language-body conversations' with their children, the parent instructs and the
child physically responds to this. The parent says, "Look at mummy" or "Give me
the   ball"   and   the   child   does   so.   These   conversations   continue   for   many   months
8 before   the   child   actually   starts   to   speak   itself.   Even   though   it   can't   speak   during
this   time,   the   child   is   taking   in   all   of   the   language;   the   sounds   and   the   patterns.
Eventually   when   it   has   decoded   enough,   the   child   reproduces   the   language   quite
spontaneously. TPR attempts to mirror this effect in the language classroom.
In the classroom the teacher plays the role of parent. She starts by saying a
word   ('jump')   or   a   phrase   ('look   at   the   board')   and   demonstrating   an   action.   The
teacher then says the command and the students all do the action. After repeating a
few times it is possible to extend this by asking the students to repeat the word as
they do the action. When they feel confident with the word or phrase you can then
ask the students to direct each other or the whole class.
It is more effective if the students are standing in a circle around the teacher
and you can even encourage them to walk around as they do the action.TPR can be
used to teach and practise many things.Vocabulary connected with actions (smile,
chop, headache, wriggle)Tenses past/present/future and continuous aspects (Every
morning   I   clean   my   teeth,   I   make   my   bed,   I   eat   breakfast)Classroom   language
(Open your books)Imperatives/Instructions (Stand up, close your eyes)
Storytelling
It   can   be   adapted   for   all   kinds   of   teaching   situations,   you   just   need   to   use
your imagination! 
Why should I use it in the classroom?
It is a lot of fun, students enjoy it and it can be a real stirrer in the class. It
lifts   the   pace   and   the   mood.It   is   very   memorable.   It   really   helps   students   to
remember   phrases   or   words.It   is   good   for   kinaesthetic   learners   who   need   to   be
active in the class.It can be used in large or small classes. It doesn't really matter
9 how   many   students   you   have   as   long   as   you   are   prepared   to   take   the   lead,   the
students will follow.
It works well with mixed-ability classes. The physical actions get across the
meaning   effectively   so   that   all   the   students   are   able   to   understand   and   use   the
target language.
It doesn't  require a lot of preparation or materials. As long as you are clear
what you want to practise (a rehearsal beforehand can help), it won't take a lot of
time to get ready.
It is very effective with teenagers and young learners.
It involves both left- and right-brained learning.
A few useful variations
When I use TPR, first I get the students to do the actions and then I do them
and   drill   the   students   (chorally   and   individually)   to   give   them   an   opportunity   to
practise making the sounds. They are then ready to give commands to each other.
A game I like to play is to organize the students into a circle around me, I
say   the   word   and  the   last   person   to  do   the  action   is   out.  This   person   then   stands
behind me and watches for the student who does the action last. Eventually there is
only one student, she is the winner.
You   can   extend   this   by   playing   Simon   Says.   This   time   when   you   give   a
command, students should only do it if you say "Simon says..." at the start. I might
10 say,   "Simon   says,   'slice   some   bread'"   or   "Simon   says,   'chop   an   onion'"   and   the
students   must   do   the   action.   However   if   I   say,   "Whisk   an   egg"   the   students
shouldn't do this. If anyone does the action that Simon doesn't say then they are out
and have to watch for the mistakes of the other students. 
Are there any disadvantages with using TPR?
Students   who   are   not   used   to   such   things   might   find   it   embarrassing.   This
can be the case initially but I have found that if the teacher is prepared to perform
the actions, the students feel happier about copying. Also the students are in groups
and   don't   have   to   perform   for   the   whole   class.   This   pleasure   is   reserved   for   the
teacher.
It is only really suitable for beginner levels.
Whilst it is clear that it is far more useful at lower levels because the target
language   lends   itself   to   such   activities   I   have   also   used   it   successfully   with
Intermediate and Advanced levels. You need to adapt the language accordingly.
For   example,   it   helped   me   to   teach   'ways   of   walking'   (stumble,   stagger,
tiptoe)   to   an   advanced   class   and   cooking   verbs   to   intermediate   students   (whisk,
stir, grate).
You   can't   teach   everything   with   it   and   if   used   a   lot   it   would   become
repetitive. I completely agree with this but it can be a successful  and fun way of
changing   the   dynamics   and   pace   of   a   lesson   used   in   conjunction   with   other
methods and techniques.
11 IV. Interpreting interaction traces
In this method, the game engine monitors and records interactions between
the   learner   and   the   game,   generating   a   trace   of   actions   performed   by   the   learner
during   the   play   sessions   and   tracking   a   lot   of   different   parameters   in   the   game
(start   game,   end   game,   quit   game,   phase   changes,   significant   variables,   time,
performance, tasks completed, etc.). At the end of the game play, these traces can
be delivered to a group of experts or automated systems in order to identify what
information can be extracted from these traces and infer a lot of useful information
for modeling purposes.
For  example,  learner’s learning style was  modeled in Stathacopoulou et  al.
by   monitoring   the   learner’s   actions   over   time,   where   each   response,   such   as   a
keystroke,   mouse   move   or   drag   was   timed   and   recorded   [8,   46].   The   learning
environment stored in a log file all available information about what a learner was
doing,   recording   each   learner   action   with   a   time   stamp.   Furthermore,   this   work
used   teachers’   expertise   in   order   to   select   the   appropriate   measures   of   learner’s
observable behavior to serve as indicators of the learner’s learning style.
Learner’s   learning   experiences   were   assessed   in   Moreno-Ger   et   al.   by
monitoring   and   recording   interaction   between   the   learner   and   the   educational
game,   generating   a   trace   of   the   actions   performed   by   the   learner   during   the   play
sessions, tracking a lot of different parameters in the game and assigning points to
the   most   relevant   actions.   These   traces   were   then   delivered   to   the   instructors   in
order   to   inform   them   how   the   learner   interacted   with   the   educational   game   and
infer a lot of information from these traces for assessment purposes.
The   educational   game   in   Hou   recorded   every   complete   motion   and   event
that took place during the game in order to model learner’s behavior. In this work,
a total of 82 unique items were recorded, including various motions (e.g., pressing
a   certain   button)   and   events   (e.g.,   completing   a   certain   task)   in   the   game   (e.g.,
12 players talking with others, entering a new task, starting a new battle and changing
costumes   for  the  role).  These   82  items  were  divided  into  10  behavior   categories.
Each category had a name, label, and description [10, 304].
The   learner   model   in   Choi   et   al.   generated   assessment   of   learners’
knowledge   by   keeping   track   of   the   learner’s   behaviors   during   the   game.   The
learner model had access to information such as learner moves and tools accessed
by   the   learner.   The   collected   data   was   then   interpreted   to   determine   the   state   of
learner’s knowledge.
In   another   example   Serrano-Laguna   et   al.,   high-level   assessment   report   of
the   learners   was   generated   by   selecting   types   of   traces   that   must   be   logged   to
facilitate   assessment.   The   system   then   identified   what   information   could   be
extracted   from   the   traces.   Finally,   the   system   analyzed   learner’s   traces   and
produced reports for teachers.
Learners’ engagement was identified in Bouvier et al. and Bouvier et al. by
relying  on their  traces  of   interactions  performed  in the  learning game.  Studies   of
Bouvier et al. and Bouvier et al. proposed an approach that consists of three stages
[2,   7].   The   first   stage   aims   to   determine   the   high-level   engaged-behaviors.   The
second   stage   aims   to   characterize   these   engaged-behaviors   by   identifying   the
underlying chains of actions. The last stage aims to detect these chains of actions
among all the actions recorded.
13 IV. Interpreting conversation
In   this   method,   information   about   the   learner   is   extracted   from   his/her
communication with a Non Player Character (NPC). The NPC poses questions and
records learner's choices during these conversations and questions answered during
game dialogues.
For   example,   learner’s   learning   style   and   learner’s   preferences   were
modelled   in   Moreno-Ger   et   al.   by   interpreting   conversations   between   the   learner
and   NPC   during   the   game   play.   In   particular,   the   NPC   queried   the   learner   on
his/her preferences and asked other questions. Depending on the learner's choices
during   these   conversations,   the   game   detected   his/her   learning   style   and   also
detected his/her preferences.
Learner’s emotions were assessed in Muñoz et al. and Muñoz et al. by analyzing
the answers of the learner during the educational game dialogues.
A   NPC   in   Rebolledo-Mendez   et   al.   perpetually   monitored   the   learner   and
requested   her/him   to   answer   questions.   The   system   collected   and   processed   the
learner   responses.   After   that, it  calculated   learner's  level  of  motivation [14, 316].
Then it selected one rule from a set of rules taken from theory and reacted with aim
to sustain or enhance the current level of motivation.
14 V. Interpreting learner’s errors
The goal of this method is to retain the information of what the learner has
learnt, and what the learner has learnt incorrectly. In addition, this method records
learners’   misconceptions,   errors,   number   and   types   of   mistakes   made   by   the
learner, learner failure and success, and time taken to complete the game.
For example, the learner model in Virvou et al. generated assessment of the
learner’s level of knowledge by keeping track of right and wrong answers that the
learner   had   given   and   the   time   he/she   had   spent   to   give   a   correct   one.In   another
example Fareed et al., an evaluation of recall improvement of learner memory was
generated   by   defining   recall   accuracy   as   the   ratio   of   the   number   of   questions
attempted correctly to the total number of questions.
Learner’s failure and success were pursued in Champagnat et al. In the case
of failure, the game had to be tolerant with the learner. This means that the game
allowed the learners to continue and did not stop them from playing or reiterating
the   stage,   but   with   penalties   (e.g.   giving   them   less   points   or   worse   results).The
learner model in Virvou et al. examined the correctness of the learners’ answers in
terms of the learners’ factual knowledge and reasoning they used. In addition, the
learner modeling component performed error diagnosis based on a cognitive theory
of   Human   Plausible   Reasoning   Collins   and   Michalski   [19,   427].   In   particular,
when   a   learner   was   asked   a   question   from   a   domain,   HPR   was   used   to   perform
error diagnosis in case of an error and to find out how close the erroneous answer
had been to the correct one.
The learner model in Cheng etal.assessed the learner's degree of mastery by
monitoring his/her performance and comparing it with information stored in a table
called   Conditional   Probability   Table   (CPT).   The   CPT   stored   the   probability   of
having a wrong answer even when concepts were seen to be mastered. Taking into
15 account the CPT, the learner model detected evidence of mastering the subject and
also detected evidence of deficiency at a skill or concept level.
An   NPC   in   Rebolledo-Mendez   et   al.   requested   the   learner   to   answer
questions. After that, the system processed the learner's responses as either correct
or   incorrect   and   collected   contextual   information   such   as   number   of
correct/incorrect answers  and time taken to answer  such questions.  Based on this
information, the system took decision about the appropriate help.
The learner model in Khenissi et al. detected learner's deficiency in programming
subjects.   To   do   so,   the   model   kept   track   of   the   learner’s   wrong   answers   when
he/she arranged a set of unordered instructions in order to form a program [13, 2].
In particular, when the learner moved an instruction in an inappropriate place, the
learner   model   recorded   the   incorrect   answer   and   provided   the   learner   with   the
appropriate help.
16 VI. Path follow
The goal of this method is to follow the path of the learner during the game
play,   record   the   learner’s   trajectory   towards   a   goal   and   then   interpret   and   infer
information about the learner. In fact, each path has a specific meaning and leads
to specific information about the learner.
For   example,   Moreno-Ger   et   al.   described   the   game   as   state   transition
systems in order to assess the learner’s activity inside the game. During the game
play, actions of the learner triggered state transitions and the sequences of actions
led to one or more end states. The game engine kept track of transitions, checked
the   states   that   the   game   went   through   and   generated   reports   describing   them.A
NPC   within   the   educational   game   in   Rebolledo-Mendez   et   al.   monitored   the
learner and identified his/her learning trajectory. The identified learning trajectory
was   compared   to   different   predefined   learning   trajectories.   This   comparison
assisted the learner model in taking a decision on how to proceed.
In Noguez et al. and Kopeinik et al, a given domain was represented in terms
of   its   entities,   properties,   and   relationships   [7,   109].   The   entities   and   their
relationships   provided   a   general   scheme.   This   scheme   facilitated   tracking   of   the
learner’s   path   during   the   game   play   and   then   inferred   useful   information   about
her/him.
17 VII. Taxonomy of learner modeling methods
In   this   section,   taxonomy   of   learner   modeling   methods   which   use   educational
games will be described. This taxonomy was created based on the literature review
discussed in previous sections. Figure   1   presents the organization of the key terms
of our taxonomy from the most general to the most specific.
Learner modeling taxonomy.
From   the   literature,   we   observe   that   learner   modeling   using   educational
games   can   be   achieved   explicitly   or   implicitly.   The   explicit   way   can   be
accomplished   using   a   questionnaire.   Questionnaires   can   solicit   direct   and   precise
answers,   but   this   would   endanger   the   high   level   motivation   provided   by
educational   games   because   such   use   would   require   stopping   the   learner   from
playing   and   requesting   her/him   to   answer   questions.   Alternatively,   the   use   of
hardware   and   software   equipment   provides   an   explicit   way   to   model   the   learner
while   using   educational   games   [17,   268].This   method   can   provide   additional
information   for   modeling   the   learner.   However,   it   obviously   requires   the   use   of
additional hardware and software equipment. Furthermore, observations collected
using these equipment can be interpreted in different ways and this can endanger
the reliability of the learner models.
Learner modelling can also be achieved implicitly. This is done by recording
actions of the learners while they are using educational games (Action Modelling).
The   set   of   actions   made   by   the   learners   during   the   game   play   can   be   interpreted
and translated into descriptive information useful for modeling the learners.
Conversation   Modeling   is   an   implicit   way   to   extract   information   about   the
learners. It essentially models the communication between the learner and the non-
player   character.   It   records   the   learner's   choices   during   these   conversations   and
questions   answered   during   game   dialogues.   It   also   records   conversations   with
fellow players.
18 Moreover,   Perturbation   Modeling   is   used   to   extract   information   about   the
learners   in   an   unobtrusive   way.   It   interprets   information   of   what   the   learner   has
learnt,   and   what   the   learner   has   learnt   incorrectly.   It   also   records   learners’
misconceptions or errors, and the learner’s failure and success.
Finally,   Strategy Modeling   is also used to implicitly elicit information about
the   learners   [5,   16].   It   concerns   long-term   learner   behavior   during   the   use   of   an
educational game as composed of a series of learner actions. Learner strategy can
be monitored by following learner paths inside the game.
19 VIII. Educational games used to model learner
Trade   Ruler:   Trade   Ruler   was   designed   to   teach   general   public   about   the
importance   of  trade  between   countries.   The  player  in  this   game  plays  the  role  of
the   “trade   ruler”   of   island.   The   ruler   is   responsible   for   managing   the   island’s
production   on   its   labor-intensive   (jeans)   and   capital-intensive   (cell   phones)
products.   The   ruler   has   to   decide   what   to   trade   with   its   trading   partner   as   some
islands are better for manufacturing labor-intensive products while others might be
advantageous in making capital-concentrated goods. So, the main goal of the ruler
is to maximize the islanders’ welfare.
Hands-on OS game:   Hands-on OS game was designed to introduce learners
the   common   problems   associated   with   the   operating   system   of   a   computer.   The
main goal of this game is to enhance the proficiency of the learner in certain skills
related to the computer’s operating system.
Set Based Concurrent  Engineering game:   The main goal  of this game is to
help   practitioners   in   designing   a   simplified   airplane   by   following   a   simplified
approach.   The   game   is   divided   into   two   stages.   In   the   first   stage,   players   are
requested to design an airplane for a given list  of customer  requirements without
following   a   specified   process.   In   the   second   stage,   players   are   provided   with   the
necessary   instruments   to   execute   a   specified   process.   Once   players   complete   the
design,   a   comparison   of   performances   is   presented   to  the   players   to   compare  the
two stages in terms of total development cost, time and quality [3, 435].
Learning   version   of   Pacman   game   (LPG):   The   LPG   aims   to   motivate
learners   to   correctly   answer   the   questions   of   the   programming   languages.   In   the
traditional   version   of   the   Pacman   game,   players   control   the   Pacman   through   a
maze,   eating   pac-dots.   When   all   dots   are   eaten,   the   Pacman   is   taken   to   the   next
stage. In addition, there are four enemies who roam  the maze, trying to catch the
Pacman. If an enemy touches the Pacman, a life-chance is lost. Near the corners of
20 the maze are four  dots  known as  power  pellets  that  provide  the Pacman with the
temporary   ability   to   eat   the   enemies.   When   all   life-chances   have   been   lost,   the
game ends. In the Learning version of the Pacman Game, when the Pacman eats a
power   star,   the   learner   has   to   respond   to   a   question   (about   the   programming
language)   in   order   to   continue   the   game   having   a   'reverse'   role   (the   Pacman   can
move freely and eat the enemy for a short period) [13, 3].
Prime Climb:   Prime Climb is an educational game designed to help 6th and
7th grade students practice number factorization. Prime Climb consists of series of
mountains.   Each   mountain   is   divided   into   hexes   labelled   with   numbers.   Two
players must collaborate to climb these mountains. Each player can only move to a
number   that   does   not   share   any   common   factor   with   the   partner’s   number.   If   a
wrong   number   is   chosen,   the   climber   falls   and   swings   from   the   rope   until   the
player selects a correct number. During the game, each student has a pedagogical
agent which provides support. This educational game was cited in many works for
different purposes.
Learning version of Second Life:   Second Life is an open-ended virtual world
which offers users opportunities to define virtual experiences with other users. In
the learning version, an artificial intelligence NPC poses questions to the learners.
In   addition,   this   NPC   uses   a   predefined   set   of   reactions   and   has   limited
conversation   with   the   learners.   The   NPC   asks   questions   in   a   multiple   choice
question format .
Talking   Island:   Talking   Island   is   an   educational   Massively   Multiplayer
Online Role-Playing Game (MMORPG) designed to teach English vocabulary and
conversational   skills   to   elementary   school   students.   It   includes   elements   that   are
generally   found   in   an   MMORPG   (e.g.   team-work,   battles,   pets,   and   role-playing
situations).   The   learner   can   practice   the   pronunciation   through   the   voice-
recognition module included in this game. IThis module diagnoses the correctness
of   the   pronunciation   and   determines   whether   the   learner   reaches   a   new   level   or
21 passes a quest. In addition, this game allows players to team up, communicate via
voice or texts, and solve quests jointly [18, 210]
Virtual   Reality   Game   for   English:   It   is   an   educational   game   that   was
designed   to   teach   English   orthography   and   grammatical   rules.   Learners   navigate
through the virtual world and answer questions concerning English spelling. In this
virtual world, there are three types of animated agents: the advisor, the guard (who
acts   as   a   virtual   enemy)   of   a   passage   and   the   learner’s   companion.   The   advisor
agent appears in situations where the learner has to read new parts of the theory or
has to repeat parts that s/he appears not to know well. The virtual enemy agent is
responsible   for   asking   questions   to   the   learners.   Finally,   the   virtual   companion
appears   to   make   some   remarks   in   a   casual   way   as   if   a   friend   was   talking   to   the
learner.
Vectors in Physics and Mathematics:   It is a discovery learning environment.
It was designed to help students in constructing the concepts of vectors in physics
and   mathematics   in   secondary   schools   taking   into   account   the   conceptual
difficulties that the students faced. The thematic units of the learning environment
are:   Position   and   Displacement;   Motion;   Forces   and   Equilibrium;   Forces   and
Motion;   and,   Forces   and   Momentum.   Each   of   these   units   contains   several
scenarios, which refer to real life situations.
Balance   game:   The   balance   game   was   developed   with   the   purpose   of
guiding   students   to   understand   the   concept   of   moment.   Moment   is   a   quantity
representing   the   magnitude   of   a   force   influencing   the   rotation   of   an   object.   The
object represented in the game is a bar lying on a wheel that acts as the pivot for
the  system.   Two   boxes   at   the  sides   of   the   bar   represent   two   forces   acting   on   the
beam. The learner has to balance and control the movement of the bar by changing
the force acting on one side of the beam. This is made by catching balls of different
weights.
22 ELEKTRA:   It is a narrative-driven adventure game. In this game, the learner
has to solve several physics-oriented puzzles. A virtual character (representing the
ghost   of   Galileo)   guides,   advises   and   encourages   the   learner   during   the   game
(Conlan et al.   2009 ). The ELEKTRA project is accessible online.
Learning   Version   of   Memory   Match   Game   (LMMG) :   It   is   specifically
designed   to   foster   second   language   acquisition.   Memory   Match   Game   is   a   card
game in which all of the cards are laid face down on a surface. The objective of the
game   is   to   turn   over   pairs   of   matching   cards   with   the   least   possible   tries.   In   the
traditional   version   of   the   memory   match   game,   all   cards   hold   only   visual
information.   However,   in   the   learning   version   of   this   game,   other   types   of
information   have   been   added.   Specifically,   graphics   information   is   kept   and
additional   sounds,   words   and   mathematical   calculations   have   been   added
alongside.   The   LMMG   encourages   learners   to   watch,   read   and   listen   to   the
contents of each card and then try to match each pair [12, 33].
Conversation modeling
PlayPhysics:   It   is   a   role   playing   game   in   which   the   learner   plays   the   role   of   an
astronaut   on   a   mission.   The   main   goal   is   to   save   the   mentor   (Captain   Richard
Foster), who has been trapped on a space station, and reestablish control over the
space   station   Athena.   To   achieve   the   main   goals,   the   learner   has   to   overcome
challenges by applying the principles and the concepts of physics:
23 <e-Adventure > educational   game   engine:   < e-Adventure	 > is   a   game   engine
24 	
Educationalgame	s I n p u t s M e t h o d s O u t p u t s	Methodtyp	e
1 Pri meCl im b	
Actions of the learner’s behavior	Translatingthelearner'saction	s	Learner’sknowledg	e	Implicit&Explici	t	
BodyExpressio	n	Interpreting body posture and physiological sig	nals	Learner’semotion	s
2 Pl ayPhysic s	
Conversationofthelearne	r	Interpretingconversation	Learner’semotion	s I m p l i c i t
3 T r a d e R u l e r	
Questionnaire	Evaluationofquestionnair	e	Learner’slevelofmotivatio	n E x p l i c i t
4	
TalkingIsland	Learnerbehavio	r	InterpretingInteractiontrace	s	Learneractivity I m p l i c i t
5	
Hands-on OS gam	e	Questionnaire	Evaluationofquestionnair	e	Learner’senjoymen	t E x p l i c i t
6	
VR-ENGAGE	Errorsofthelearne	r	Interpretingconversation	Learner's ability to reason plausibl	y I m p l i c i t	
Interpretinglearner’serror	s
7	
Vectors in Physics and Mathematic	s	Actionsofthelearner	InterpretingInteractiontrace	s	Learner’slearningstyl	e I m p l i c i t	
Learner’slevelofmotivatio	n
8	
<e-Adventure>	Conversationofthelearne	r	Interpretingconversation	Learner’slearningstyl	e	Implicit&Explici	t	
Questionnaire	Evaluationofquestionnair	e	Learner’slevelofknowledge.
9	
Set Based Concurrent Engineering gam	e	Questionnaire	Evaluationofquestionnair	e	Learner’slevelofengagement E x p l i c i t	
10	Balancegame	Learner’sperformance	Translatinglearner'saction	s	Learner’sdegreeofmastery
I m p l i c i t	
11	Learning version of Second Lif	e	BodyExpressio	n	Interpreting body posture and physiological sig	nals	Learner’slevelsofattentio	n
E x p l i c i t	
Learnerbehavio	r	
12	Virtual Reality Game for Englis	h	Actionsofthelearner	InterpretingInteractiontrace	s	Learner’semotion	s
I m p l i c i t	
Learnerbehavio	r	
13
L M M G	Actionsofthelearner	InterpretingInteractiontrace	s	Learner’ workingmemorycapacit	y I m p l i c i t	
14	ELEKTRA game	Actionsofthelearner	Translatinglearner'saction	s	Learner’sskill	s
I m p l i c i t	
15	80Days game	Learnerbehavio	r
P a t h f o l l o w	Learner'scompetence	s I m p l i c i t	
16	InstructionRightPlaceGam	e	Errorsofthelearne	r	Interpretinglearner’serror	s	Learner's deficiency in programming subject
I m p l i c i t	
17
L P G	Questionnaire	Evaluationofquestionnair	e	Learner’slevelofknowledg	e E x p l i c i t designed to facilitate the creation of educational games. Games delivered by the e-
Adventure   engine   are   point   and   click   adventure   games.   During   the   game,   the
learner can learn by interacting with the objects, consultation of in-game books and
conversations   with   other   characters.   The < e-Adventure	 > engine   includes
mechanisms that monitors the learner’s activities and then provides adaptation and
assessment.
VR-ENGAGE :   It   is   a   virtual   world   in   which   the   learner   navigates   through
with   the   goal   of   finding   the   book   of   wisdom,   which   is   hidden.   Several   obstacles
challenge the learner while navigating through the virtual world. A dragon guard
(who acts as a virtual enemy that closes doors) poses a question to the learner from
the domain of geography. Depending on the correctness of the learner’s answers,
the dragon allows her/him  to continue his/her way through the door, which leads
her/him closer to the “book of wisdom” [9, 573].
Instruction Right Place Game : This game allows learners to benefit from the
drag   and   drop   technology   to   construct   a   program   (from   any   programming
language)   in   an   amusing   way.   This   educational   game   breaks   down   complex
programming   tasks   and   guides   learners   through   a   series   of   small   steps   to   form   a
program interactively. This educational game is accessible online.
Strategy modeling. 80Days : 80Days is an adventure game used to teach geography
for   a   target   audience   of   12   to   14   years   old   and   follows   European   curricula   in
geography. The game story is about an alien scout called Feon who kidnaps a Boy
(play   character)   and   travels   with   him   around   the   world   in   a   spaceship   to   collect
relevant   geographical   information.   The   player   assists   the   alien   in   exploring   the
planet   and   creating   a   report   about   the   Earth   and   its   geographical   features.   In   the
course   of   the   game,   the   player   discloses   the   aliens’   real   intention   which   is   to
prepare for the conquest with the earth. The player has to save the planet and the
only way to do it is to draw the right conclusion from the traitorous Earth report.
25 Conclusion
This research focused on the learner modeling using educational  games.  In
particular,   this   study   gathered   information   from   various   works   in   the   field   and
generated   taxonomy   in   order   to   organize   the   most   important   methods.
Furthermore, several educational games used in the literature to model the learner
were presented and discussed.
This synthesis can help researchers and developers working in this field by
making   the   main   methods   of   learner   modeling   using   educational   games   clear   to
them.   In   addition,   this   synthesis   may   help   researchers   and   developers   in   the
selection   of   the   appropriate   methods   for   their   objectives.   From   the   findings,
researchers and  developers can know which  indicators  should be implemented in
the educational games for extracting specific learner's characteristics. The findings
can also  help pedagogues  and teachers  who plan to integrate  these  approaches  in
educational context.
Despite the comprehensiveness of this survey, this work does not claim that
it includes all methods of learner modeling using educational  games. However, it
does   encompass   major   themes   identified   in   the   literature,   and   provides   a
classification where future games can be easily integrated.
An   important   research   direction   emerging   from   this   research   is   the
development   of   standard   services   that   implement   learner   modeling   methods
described in this paper. Especially, these services will be easily integrated in each
educational game. These services help the interested in this field by the reduction
of  programming effort. In fact, researchers,  teachers or game creators can simply
integrate   one   of   these   services   inside   an   educational   game   for   extracting   useful
information about the learner.
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29

Stimulating Learning through Educational Games

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