Abstract
Competence-based Knowledge Space Theory (CbKST) is considered a well-fitting basis for adapting Serious Games (SGs). CbKST relies on the domain model associated to a given SG to infer the so-called competence structure. However, building such a model can be time-consuming and a tough task for experts. We propose another approach to overcome this issue by considering the Q-Matrix that contains the mapping between the SG activities and the addressed competences. We compare the two approaches, one based on the domain model and the other on the Q-Matrix, in three SGs. We apply both approaches to two SGs, while in a third one, we apply only the Q-Matrix approach since no domain model is available. The main findings when comparing both approaches refer to the issues derived from the generated competence structures and the definition of competences at a suitable granularity level. This exploratory work can provide meaningful insights when applying CbKST for adapting SGs.
Notes
- 1.
https://blockly-demo.appspot.com/static/apps/maze/index.html. (Last accessed 24 March 2015).
- 2.
http://seriousgames.lip6.fr/Cristaux_Ehere. (Last accessed 24 March 2015).
- 3.
http://games.cs.washington.edu/refraction/refraction.html. (Last accessed 24 March 2015).
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Acknowledgements
This work was supported in part by the Region Ile de France and by the French Ministry for the Economy, Industry and Employment (FUI). We would like to thank them for their support in the “PlaySerious” project. The authors would like to thank John Wisdom and Bertrand Marne for their very helpful support.
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Melero, J., El-Kechaï, N., Labat, JM. (2015). Comparing Two CbKST Approaches for Adapting Learning Paths in Serious Games. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, E. (eds) Design for Teaching and Learning in a Networked World. EC-TEL 2015. Lecture Notes in Computer Science(), vol 9307. Springer, Cham. https://doi.org/10.1007/978-3-319-24258-3_16
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