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Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects

Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects
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Author(s): Stefan Göbel (Technische Universität Darmstadt, Germany)and Florian Mehm (Technische Universität Darmstadt, Germany)
Copyright: 2013
Pages: 11
Source title: Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Source Author(s)/Editor(s): Klaus Bredl (Department of Media and Educational Technology at Augsburg University, Germany)and Wolfgang Bösche (University of Education Karlsruhe, Germany)
DOI: 10.4018/978-1-4666-3673-6.ch005

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Abstract

Storytelling and gaming approaches are used as motivational instruments for suspenseful, engaging learning. This chapter describes the concept of Narrative Game-Based Learning Objects (NGLOB), providing a model of how to combine these different axes (narration, gaming, and learning) and how to apply it within personalized, adaptive Digital Educational Games (DEG). From a research perspective, this results in one of the main technical challenges of Serious Games (SG): personalization and adaptation. Here, the central question might be summarized with “How does one create and control a game during play considering the game context and characteristics of individual users or user groups?” This question and the use of NGLOBs are illustrated through the example of “Save the Earth” for teaching and learning geography.

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