2015
DOI: 10.1007/978-3-319-24489-1_23
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LewiSpace: An Educational Puzzle Game Combined with a Multimodal Machine Learning Environment

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Cited by 2 publications
(2 citation statements)
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“…Others, like [Ghali et al 2015] and [Henry et al 2018], use sensors to perceive data from the user in order to adapt gamification features more efficiently. In [Ghali et al 2015] a machine learning model uses sensors like electroencephalography, eye tracking, and facial expression recognition to predict the actions of a player in an educational chemistry game called Lewispace.…”
Section: Resultsmentioning
confidence: 99%
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“…Others, like [Ghali et al 2015] and [Henry et al 2018], use sensors to perceive data from the user in order to adapt gamification features more efficiently. In [Ghali et al 2015] a machine learning model uses sensors like electroencephalography, eye tracking, and facial expression recognition to predict the actions of a player in an educational chemistry game called Lewispace.…”
Section: Resultsmentioning
confidence: 99%
“…What can be observed from all these different approaches is that there's no consensus as to what the adaptive quality of gamification should be. Some authors (as seen in [Smith et al 2017], [Ghali et al 2015], and [Kamnardsiri et al 2016]) believe it comes from IoT devices and sensors to detect user's input and predict behavior, while others (as seen in [Klock et al 2016], [Smith et al 2017], [Lavoué et al 2018], and [Paiva et al 2016]) believe it comes from detecting the user's profile and learning context in order to adapt gamification elements.…”
Section: Resultsmentioning
confidence: 99%