learner motivation assessment with lt;e-adventuregt; game platform(学习者动机与评估 lt;e-adventuregt;游戏平台).pdfVIP

learner motivation assessment with lt;e-adventuregt; game platform(学习者动机与评估 lt;e-adventuregt;游戏平台).pdf

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learnermotivationassessmentwith

Learner Motivation Assessment with e-Adventure Game Platform Ioana Ghergulescu, Cristina Hava Muntean School of Computing, National College of Ireland, Mayor Street, IFSC, Dublin 1, Ireland, ioana.ghergulescu @student.ncirl.ie, cmuntean @ncirl.ie Abstract: In order to engage the new generation of learners, educational games were integrated in e-learning. Among the games’ benefits for the learning process one will note their motivational potential. Since learners have different goals, preferences, skills, knowledge, as well as motivation, one-size-fits-all games cannot satisfy and motivate all learners equally. Moreover, during the game play learners’ motivation may easily change, thus motivation assessment is required for enabling motivation-based adaptation. This paper proposes a methodology to assess learner motivation in educational games based on motivation assessment metrics used in the e-learning area. The paper shows how these metrics can be mapped and integrated with an educational game using the game development medium (an authoring tool in this case). The proposed solution can be easily applied to other educational games and can further contribute towards adaptive games that aim to keep players motivated and to support them to achieve the learning outcome. Introduction Exponential technological advances over the last decade have contributed to a new learner generation, a Digital Wisdom generation (Prensky 2009). Digital Wisdom learners think and learn different, being “enhanced by technology”. Significant progress can be noticed in the area of

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