Modelling the Learner's Values with Computer-based Educational Game

Olfa Jeblaoui, Mohamed Ali Khenissi, Fathi Essalmi, Maiga Chang

Research output: Chapter in Book/Report/Conference proceedingPublished Conference contributionpeer-review

Abstract

Over the last decade, computer-based educational games have become more and more prevalent. With the increasing applications of these games in education, an increasing number of studies investigate the use of these games for collecting useful information about learners while playing games. In fact, computer-based educational games are not just considered as interactive didactic support that is capable to raise the learners' motivation and engagement, but also as the means to give them opportunities for interaction with the computer, which can be exploited for creating a reliable learner model. This paper introduces a computer-based educational game and proposes several scenarios for extracting a specific learner characteristic while playing this game, which is the learner's values.

Original languageEnglish
Title of host publication2019 7th International Conference on ICT and Accessibility, ICTA 2019
ISBN (Electronic)9781728161839
DOIs
Publication statusPublished - Dec. 2019
Event7th International Conference on ICT and Accessibility, ICTA 2019 - Hammamet, Tunisia
Duration: 13 Dec. 201915 Dec. 2019

Publication series

Name2019 7th International Conference on ICT and Accessibility, ICTA 2019

Conference

Conference7th International Conference on ICT and Accessibility, ICTA 2019
Country/TerritoryTunisia
CityHammamet
Period13/12/1915/12/19

Keywords

  • Adaptation
  • Computer-based Educational Games
  • Learner Model
  • Learner Modelling
  • Learner's Values

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