The educational communiy in general considers computer-assisted leaming to be very beneficial. As a result, numerous new educational s o f i a r e applications are being developed An educational application can become very effective i f it is adaptive and individualised to the student. However, oneimportant aspect of students that has been overlooked so far, and should be included in such individualisation models, is students' behaviour and emotional state that affects their leaming. This paper describes how system observations of students' behavioural characteristics, during their interaction with an educational application, may provide important evidence about students' emotions while they leam. The information collected from these observations mainly concems students' behaviour while using the application. combined with students' reactions and responds to questions depending on the correctness of their answers. The system's inferences about students' emotions are used to adapt interaction to each individual strident's needs taking into account their character and mood.
Electronic games constitute one of the prevailing modes of interaction of children and adolescents with the computer. However, this popular culture has not been exploited sufficiently for educational purposes. This paper investigates the incorporation of the culture of virtual reality games into educational software. In particular, such incorporation is meant to be achieved through an authoring tool, which is called EdGame Author and provides facilities to human instructors for the creation of their own educational game applications. The authoring tool has the advantage of the generality and domainindependence while ensuring the active participation of human instructors in the development of the final educational application. Such participation guarantees the acceptance Of the tutoriug game by the human instructors who play a significant role in the educating process. On the other hand, the game environments generated by Ed-Game Author maximize the students' engagement and preoccupation with the educational application. Indeed, the system has been evaluated and the results show that Ed-Game Author has a lot of advantages that may he expanded further.
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