Full Text Available

Note: Clicking the button above will open the full text document at the original institutional repository in a new window.

Adaptive games for learner and systems (bidirectional) learning

Thesis (PhD)--Stellenbosch University, 2022.

Saved in:
Bibliographic Details
Main Author: Von Leipzig, Tanja
Other Authors: Schutte, Cornelius Stephanus Lodewyk
Format: Thesis
Language:en_ZA
Published: Stellenbosch : Stellenbosch University 2022
Subjects:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1867614133588852736
access_status_str Open Access
author Von Leipzig, Tanja
author2 Schutte, Cornelius Stephanus Lodewyk
author_browse Schutte, Cornelius Stephanus Lodewyk
Von Leipzig, Tanja
author_facet Schutte, Cornelius Stephanus Lodewyk
Von Leipzig, Tanja
author_sort Von Leipzig, Tanja
collection Thesis
dc_rights_str_mv Stellenbosch University
description Thesis (PhD)--Stellenbosch University, 2022.
format Thesis
id oai:scholar.sun.ac.za:10019.1/124505
institution Stellenbosch University (South Africa)
language en_ZA
last_indexed 2026-06-10T12:47:10.728Z
license_str Other — see source repository
provenance_str_mv Harvested via OAI-PMH from SUNScholar — Stellenbosch University Repository
publishDate 2022
publishDateRange 2022
publishDateSort 2022
publisher Stellenbosch : Stellenbosch University
publisherStr Stellenbosch : Stellenbosch University
record_format dspace
source_str SUNScholar — Stellenbosch University Repository
spelling oai:scholar.sun.ac.za:10019.1/124505 Adaptive games for learner and systems (bidirectional) learning Von Leipzig, Tanja Schutte, Cornelius Stephanus Lodewyk Lutters, Eric Hummel, Vera Stellenbosch University. Faculty of Engineering. Dept. of Industrial Engineering. Bidirectional learning Traditional learning environments Stakeholder co-design Adaptive serious games Traditional learning environments UCTD Thesis (PhD)--Stellenbosch University, 2022. ENGLISH ABSTRACT:Traditional learning environments are ineffective and inefficient and are failing to adequately equip students and employees with the knowledge and skills required in today’s jobs, let alone prepare them for the jobs of tomorrow. Given the rapidly changing landscapes of technologies and business models, organisations need to be flexible and adaptable to respond to, and even pre-empt future demands. One of the primary shortcomings of existing learning environments is their inflexibility and the ‘one size fits all’ approach followed. Serious games and game-based learning are widely recognised for their potential in providing more effective learning environments, especially when designed in a personalised, adaptive manner, and are explored in this dissertation. In addition to adapting to the individual traits and preferences of users, games are also highly context dependent. Whilst there is a great deal of literature and documented case studies of game-based learning, most focus only on the implementation of one particular game in a specific context. Whilst many existing game design models and approaches focus on achieving improved learning outcomes of learners, there is an opportunity to consider the impact of gameplay on other stakeholders and drive the active development of meta-skills in various stakeholders. Bidirectional learning, where learning simultaneously takes place in a two-way direction [295], has great potential and has, to date, not been incorporated in serious game design. By integrating different perspectives and variable scenarios, the dynamic personalisation of learning trajectories may be possible. Serious games offer a potential platform to aggregate learner behaviours and results, and use these to dynamically configure, adjust and tailor the game to individuals and contexts, ultimately providing a learning environment of improved quality, effectiveness and efficiency. In this dissertation, adaptive, bidirectional games are explored as a means to provide more effective and efficient learning environments for multiple stakeholders. Moreover, an architecture is presented to support the creation of such games for specific scenarios in a faster, more effective and more efficient manner. Following a research-by-design approach, the architecture is iteratively developed and simultaneously applied in four case studies. Experiences and learnings from each case study are infused into subsequent design iterations of the architecture. The architecture allows users to explore and exploit the solution space more deliberately and better understand the various functions and the interrelations between them. The flexible and modular structure of the architecture allows users to prioritise functionalities as required in the given scenario. Furthermore, the directional relations between functions can be interpreted and prioritised as needed given the specific context and requirements. The architecture incorporates various stakeholders in the design process, leading to greater transparency and better understanding throughout the process. More importantly, it emphasises bidirectional learning whereby different stakeholders can learn from gameplay and the aggregated results and behaviours of players. AFRIKAANS OPSOMMING: Tradisionele leeromgewings is oneffektief en ondoeltreffend en slaag nie daarin om studente en werknemers voldoende toe te rus met die kennis en vaardighede wat in die huidige werk benodig is nie, en nog minder vir toekomstige werk. Gegewe die vinnig veranderende landskappe van tegnologie¨e en sakemodelle, moet organisasies buigsaam en aanpasbaar wees om te reageer op, en selfs toekomstige behoeftes te voorkom. Een van die belangrikste tekortkominge van bestaande leeromgewings is die onbuigsaamheid daarvan asook die ‘een grootte pas almal’ benadering wat gevolg word. Ernstige speletjies en spelgebaseerde leer word oor die algemeen erken vir hul potensiaal om meer effektiewe leeromgewings te skep, veral as dit op ’n persoonlike, aanpasbare manier ontwerp is, en word in hierdie proefskrif ondersoek. Benewens die aanpassing by die individuele eienskappe en voorkeure van gebruikers, is speletjies ook baie kontekstafhanklik. Alhoewel daar baie literatuur en gedokumenteerde gevallestudies oor spelgebaseerde leer is, fokus die meeste daarvan slegs op die implementering van een spesifieke spel in ’n spesifieke konteks. Alhoewel baie bestaande spelontwerpmodelle en -benaderings op die verbeterde leeruitkomste van leerders focus, is daar ’n geleentheid om die impak van spel op ander belanghebbendes te oorweeg en die aktiewe ontwikkeling van metavaardighede by verskeie belanghebbendes te dryf. Tweerigtingleer, waar leer gelyktydig in twee rigtinge plaasvind [295], het ’n groot potensiaal en is huidig nog nie in ernstige spelontwerp opgeneem nie. Deur die integrasie van verskillende perspektiewe en veranderlike scenario’s, word die dinamiese personalisering van leertrajekte moontlik. Ernstige speletjies bied ’n moontlike platform om leerdergedrag en -resultate saam te voeg, en dit te gebruik om die spel dinamies te konfigureer en aan te pas by individue en kontekste, wat ’n leeromgewing van verbeterde kwaliteit, effektiwiteit en doeltreffendheid bied. In hierdie proefskrif word aanpasbare, tweerigting speletjies ondersoek as ’n manier om meer effektiewe en doeltreffende leeromgewings vir verskeie belanghebbendes te bied. Boonop word ’n argitektuur aangebied om die skep van sulke speletjies vir spesifieke scenario’s vinniger, meer effektief en doeltreffender te ondersteun. Na aanleiding van ’n navorsing-deur-ontwerp benadering word die argitektuur iteratief ontwikkel en gelyktydig toegepas in vier gevallestudies. Ervarings en leerstellings uit elke gevallestudie word ingesluit in die daaropvolgende ontwerp iterasies van die argitektuur. Met die argitektuur kan gebruikers die oplossingsruimte doelbewus ondersoek en benut, en die verskillende funksies en onderlinge verwantskappe tussen hulle beter verstaan. Die buigsame en modulˆere struktuur van die argitektuur stel gebruikers in staat om funksionaliteite te prioritiseer soos vereis in die gegewe scenario. Verder kan die rigtingverhoudinge tussen funksies ge¨ınterpreteer en geprioritiseer word soos benodig, gegewe die spesifieke konteks en vereistes. Die argitektuur bevat verskillende belanghebbendes in die ontwerpproses, wat lei tot verbeterde deursigtigheid en begrip gedurende die proses. Belangriker nog, dit beklemtoon tweerigtingleer waardeur verskillende belanghebbendes kan leer deur die spel en die saamgestelde resultate en gedrag van spelers. Doctoral 2022-02-02T10:58:43Z 2022-04-29T09:16:51Z 2022-02-02T10:58:43Z 2022-04-29T09:16:51Z 2022-04 Thesis http://hdl.handle.net/10019.1/124505 en_ZA Stellenbosch University xxxvi, 496 pages : illustrations application/pdf Stellenbosch : Stellenbosch University
spellingShingle Bidirectional learning
Traditional learning environments
Stakeholder co-design
Adaptive serious games
Traditional learning environments
UCTD
Von Leipzig, Tanja
Adaptive games for learner and systems (bidirectional) learning
title Adaptive games for learner and systems (bidirectional) learning
title_full Adaptive games for learner and systems (bidirectional) learning
title_fullStr Adaptive games for learner and systems (bidirectional) learning
title_full_unstemmed Adaptive games for learner and systems (bidirectional) learning
title_short Adaptive games for learner and systems (bidirectional) learning
title_sort adaptive games for learner and systems bidirectional learning
topic Bidirectional learning
Traditional learning environments
Stakeholder co-design
Adaptive serious games
Traditional learning environments
UCTD
url http://hdl.handle.net/10019.1/124505
work_keys_str_mv AT vonleipzigtanja adaptivegamesforlearnerandsystemsbidirectionallearning