
6 CONCLUSIONS
In this paper, we presented a system that is able to
generate pedagogical scenarios while keeping into ac-
count the specificities of serious games and users’ in-
teraction traces. We also presented the modeling of
this system along with a worked example of how the
system will generate a scenario.
There are systems that are designed to generate
pedagogical scenarios. However, these systems only
focuses on pedagogy and do not take into account the
specificities of serious games. Hence, they can’t be
used with serious games. Furthermore, they do not
make use of modeled users’ interaction traces in their
adaptation process. They are limitations of these sys-
tems from our point of view.
Similarly, there are some serious game systems
that are used to provide education. Some of these sys-
tems have a notion of pedagogical scenario but these
scenarios are static in nature and are not modified ac-
cording to the user’s profile. Like course generators
these systems also do not take into account the users’
interaction traces for adaptation purposes.
The system we proposed in this paper addresses
these problems. The solution is presented in the form
of a system. The architecture of this system is pre-
sented and detailed. This profile includes the infor-
mation about the user, his competence and the traces
of his/her interaction with the serious game. These
traces are used as knowledge sources in the adaptation
process. The domain knowledge is divided into three
layers. These layers include the domain concepts,
the pedagogical resources and the resources of seri-
ous games. Furthermore, the working of the Course
Generator is also presented. This course generator
is responsible for the generation of the serious game
scenario.
The context of our work’s application is presented
in this paper. We are creating a prototype of the sys-
tem that implements this architecture. Then this sys-
tem will be tested on a real time system with real stu-
dents. These students will have a cognitive impair.
These tests will present us with an opportunity to val-
idate our approach. After the validation of this ap-
proach we’ll test our system in other domains to vali-
date the general applicability of our system.
REFERENCES
Brusilovsky, P. (1993). Task sequencing in an intelligent
learning environment for calculus. In Seventh Inter-
national PEG Conference, pages 57–62.
Capuano, N., Gaeta, M., Micarelli, A., and Sangineto,
E. (2002). An integrated architecture for automatic
course generation. In Proceedings of the IEEE Inter-
national Conference on Advanced Learning Technolo-
gies (ICALT 02), number Section 4, pages 322–326.
Citeseer.
Carron, Thibault And Marty, Jean-Charles And Heraud, J.-
M. (2008). Teaching with Game Based Learning Man-
agement Systems : Exploring and observing a peda-
gogical. Simulation & Gaming, 39(3):353—-378.
Dondlinger, M. (2007). Educational video game design: A
review of the literature. Journal of Applied Educa-
tional Technology, 4(1):21–31.
Duitama, F., Defude, B., Bouzeghoub, A., and Lecocq,
C. (2005). A framework for the generation of adap-
tive courses based on semantic metadata. Multimedia
Tools and Applications, 25(3):377–390.
Karampiperis, P. and Sampson, D. (2005). Adaptive
learning resources sequencing in educational hyper-
media systems. Educational Technology & Society,
8(4):128–147.
Michael, David R. And Chen, S. L. (2005). Serious Games:
Games that educate, train, and inform. Muska &
Lipman/Premier-Trade.
Morenoger, P., Sierra, J., Martinezortiz, I., and Fernandez-
manjon, B. (2007). A documental approach to adven-
ture game development. Science of Computer Pro-
gramming, 67(1):3–31.
Sehaba, K., Encelle, B., and Mille, A. (2009). Adaptive
TEL based on Interaction Traces. In In AIED 09
(14 International Conference on Artificial Intelligence
in Education) workshop on ”Towards User Modeling
and Adaptive Systems for All (TUMAS-A 2009): Mod-
eling and Evaluation of Accessible Intelligent Learn-
ing Systems”.
Specht, M., Kravcik, M., Pesin, L., and Klemke, R.
(2001). Authoring adaptive educational hypermedia in
WINDS. Proceedings of ABIS2001, Dortmund, Ger-
many, 3(3):1–8.
Torrente, J., Moreno-Ger, P., Fern
´
andez-Manj
´
on, B., and
del Blanco, A. (2009). Game-like Simulations for
Online Adaptive Learning: A Case Study. In Pro-
ceedings of the 4th International Conference on E-
Learning and Games: Learning by Playing. Game-
based Education System Design and Development,
page 173. Springer.
Ullrich, C. and Melis, E. (2009). Pedagogically founded
courseware generation based on HTN-planning. Ex-
pert Systems with Applications, 36(5):9319–9332.
Vassileva, J. (1995). Dynamic courseware generation: at
the cross point of CAL, ITS and authoring. In Pro-
ceedings of ICCE, volume 95, pages 290–297.
Zyda, M. (2005). From visual simulation to virtual reality
to games. Computer, 38(9):25–32.
A SYSTEM FOR GENERATING PEDAGOGICAL SCENARIOS FOR SERIOUS GAMES
251