On Supporting Game-Based Learning via Recommendations

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

14 Downloads (Pure)

Abstract

Over the last two decades, game-based learning has gained increasing popularity. In today's world, teachers are expected to utilize technological tools such as digital games as learning aids. Despite the multitude of studies examining the benefits of game-based learning, finding the most convenient game for a particular teaching purpose can be a challenging task given the vast number of similar games that are available on the market. With this study, we aim to provide teachers with a recommendation system that will assist them in selecting appropriate games from all the web-based game materials available. A key theoretical premise behind this work is to examine teaching from the perspective of teachers to develop their ability to teach. The purpose of this study is to develop a recommendation system that will assist teachers in selecting educational games based on the subjects they teach, that will be both personalized and use the experience of other researchers at the same time. We propose a system that utilizes the latest developments in signal processing and machine learning, specifically the tensor completion method. This is a machine learning technique from the family of collaborative filtering methods that fills in missing values in a dataset by analyzing its existing patterns. According to our knowledge, this is the first study to modify a collaborative filtering approach to develop a recommendation system for game-based learning. Whenever a teacher requires a recommendation, the method leverages other users' ratings on games, while also considering the teacher's previous experience with the system. Accordingly, the system selects the best games for users based on their previous preferences as well as the experiences of other users. It appears that this system has a reasonable chance of working properly without excessive training samples, which could not be achieved through other advanced machine-learning techniques. The experimental section demonstrates the potential for such a proof-of-concept technique, which uses tensor completion; even with a small number of collected data, performance starts to increase in suggesting games to the specific user, and this trend is promising for big data.

Original languageEnglish
Title of host publicationProceedings of the 17th European Conference on Games Based Learning, ECGBL 2023
EditorsTon Spil, Guido Bruinsma, Luuk Collou
PublisherAcademic Conferences International Limited
Pages739-746
Number of pages8
ISBN (Electronic)9781914587887
DOIs
Publication statusPublished - 2023
Publication typeA4 Article in conference proceedings
EventEuropean Conference on Games Based Learning - Enschede, Netherlands
Duration: 5 Oct 20236 Oct 2023
Conference number: 17

Publication series

NameProceedings of the European Conference on Games-based Learning
ISSN (Print)2049-0992
ISSN (Electronic)2049-100X

Conference

ConferenceEuropean Conference on Games Based Learning
Abbreviated titleECGBL
Country/TerritoryNetherlands
CityEnschede
Period5/10/236/10/23

Keywords

  • Game-based Learning
  • Interactive learning
  • Recommendation systems
  • Teacher education

Publication forum classification

  • Publication forum level 0

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

Fingerprint

Dive into the research topics of 'On Supporting Game-Based Learning via Recommendations'. Together they form a unique fingerprint.

Cite this