DOI: 10.4018/978-1-60960-495-0.ch031
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A Reference Architecture for Game-Based Intelligent Tutoring

Abstract: Educational computer games may improve learning experiences and learning outcomes. However, many off-the-shelf games still fail at smoothly integrating learning content into gameplay mechanisms. In addition, they do make an effort at adapting educational content to individual learners. Learner models and adaptivity, as applied by Intelligent Tutoring Systems (ITSs), address this problem. A solution to the integration dilemma would ideally be found at the software architecture level. Assuming the perspective of… Show more

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Cited by 9 publications
(10 citation statements)
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“…a CMS-RPG like Europe 1400 or the game idea in [4] by incorporating modules from our educational RPG architecture presented in [12].…”
Section: Discussion and Future Workmentioning
confidence: 99%
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“…a CMS-RPG like Europe 1400 or the game idea in [4] by incorporating modules from our educational RPG architecture presented in [12].…”
Section: Discussion and Future Workmentioning
confidence: 99%
“…For the purpose of game-based learning, we have previously used the Plug-n-Train approach for describing the component-based design of educational RPG. We opted for a fully integrated architecture that maps all necessary RPG gameplay mechanisms to a corresponding ITS functionality [12]. In the work presented here, we have done the same for educational business simulation games.…”
Section: Business Simulation Game Architecturementioning
confidence: 99%
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“…Maciuszek and Martens [89] describe an effort to combine the strengths of roleplaying games with intelligent tutoring systems, leading to an architecture for adaptive educational games. A central drama manager uses adaptive algorithms to align game elements such as characters or items with the educational goal of the game.…”
Section: Adaptive Educational Gamesmentioning
confidence: 99%