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Digital educational games constitute a major opportunity for acquiring knowledge and competences in a different way than traditional classroom- and technology-based methods. This paper presents a novel approach for a game component that structures the game play in an adaptive way. This approach consists of a combination of three learning theories and techniques. First, Competence-based Knowledge Space Theory is used structure a knowledge domain into competences and game situations. Second, the Leitner system of flashcards is used to establish structured and timed repetition of competences to be acquired. Third, the Ebbinghaus forgetting curve is taken into account to model forgetting learned competences. This approach has been implemented as a game component in line with the games component architecture of the RAGE project. The design and development of this component followed the requirements of the French games company Kiupe that includes it in its environment of games and mini-games.
|Title of host publication||INTED2019 conference (International Technology, Education and Development Conference)|
|Publication status||Accepted/In press - 2018|
|Event||13th annual International Technology, Education and Development Conference|
- Valencia Conference Centre / Melia Hotel, Valencia, Spain
Duration: 11 Mar 2019 → 13 Mar 2019
|Conference||13th annual International Technology, Education and Development Conference|
|Period||11/03/19 → 13/03/19|
- Serious game
- game component
- forgetting curve
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Rage: Realising an Applied Gaming Eco-system
Westera, W., Georgiadis, K., Saveski, G., van Lankveld, G., Bahreini, K., van der Vegt, W., Berkhout, J., Nyamsuren, E., Kluijfhout, E. & Nadolski, R.
1/02/15 → 31/07/19