Knowledge Spaces: Theories, Empirical Research, and Applications
Knowledge Spaces: Theories, Empirical Research, and Applications
Digital Game-Based Learning
Communications of the ACM - Creating a science of games
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
AH 12 years later: a comprehensive survey of adaptive hypermedia methods and techniques
The New Review of Hypermedia and Multimedia - Adaptive Hypermedia
Courseware Authoring for Adaptive E-learning
ICETC '09 Proceedings of the 2009 International Conference on Education Technology and Computer
Personalized, adaptive digital educational games using narrative game-based learning objects
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
PCG-based game design: enabling new play experiences through procedural content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
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Digital educational games, especially those equipped with adaptive features for reacting to individual characteristics of players, require heterogeneous teams. This increases costs incurred by coordination and communication overhead. Simultaneously, typical educational games have smaller budgets than normal entertainment games. In order to address this challenge, we present an overview of game development processes and map these processes into a concept for an authoring tool that unifies the different workflows and facilitates close collaboration in development teams. Using the tool, authors can create the structure of a game and fill it with content without relying on game programmers. For adding adaptivity to the game, the authoring tool features specific user support measures that assist the authors in the relatively novel field of creating non-linear, adaptive educational experiences. Evaluations with users recruited from actual user groups involved in game development shows the applicability of this process.