2000). According to the research we can point out
following important conclusions:
1. Learning style, which characterizes the activist
learner can be mapped and used with competitor or
shooter style of gamer. Typical for gamers with that
style are that they are open minded for new ideas
and tend to experiment. They also like teamwork
and prefer to be active.
2. On the opposite of activist is theorist learning
style. That learning style can be mapped in higher
degree to logician style of gamer. In that case is
valid logical thinking and step-by-step solution of
the problems.
3. Third learning style is known as reflector.
That style can be mapped to gamers' style named
dreamer in the classification above. Usually that
style of gamer prefers to stay aside and to analyse
problem from different birth-eye views.
4. Last learning style we used is pragmatist. That
style can be mapped to strategy games and
corresponding gamers' style of strategist.
Pragmatists tend to describe and conceptualize the
things which can be applied to their work.
5 CONCLUSION, LIMITATIONS
AND FUTURE WORK
So call serious games are already well proven mean
for effective learning the entire life cycle of products
and processes. Research in the area of gaming styles
has been and continues to be undertaken in order to
understand the relationship between a person’s
gaming style and his or her preferred method of
learning.
As result in paper we achieved merging of
learning style and gaming style through learning
activities. The analysis and research will be used in
two directions:
to choose appropriated game according learning
style and
to adapt and transform learning content into
game content.
The limitation of this paper is that a complete
user model that takes into account also learner
preferences have not been built yet. Nevertheless,
this research is a very important step toward
building such a model.
In our future work we will use this model to
develop an application platform designed to create
and run certain types of educational games focused
on adaptive e-learning (Bontchev, 2010). Such
games can help for example gaining practical
experience in strategic manufacturing through
intensive and fascinating gaming and e-learning.
ACKNOWLEDGEMENTS
Research is partially supported by the SISTER
project, funded by the European Commission in
FP7-SP4 Capacities via agreement no. 205030 and
ADaptive technOlogy-enhanced Platform for
eduTAinment (ADOPTA) project, started 01.2009,
no. D002/155 funded by funded by the Bulgarian
Ministry of Education and Science.
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