“Projet Voltaire”, a web-based environment to learn
French spelling. For the next step, we will plug the
gamification system on other learning environments,
in order to evaluate its genericity.
An experiment will allow us to evaluate the
system described in this paper. For instance, we plan
to compare the automatic adaptation with the
“home made” adaptation: what happens if the user
can choose the new functionalities by himself? In
order to evaluate the gamification adaptation to
users’ profiles, we plan to compare three cases:
Case 1: Selecting game elements according to
user’s profile.
Case 2: Selecting game elements randomly.
Case 3: Selecting game elements at the
opposite of user’s profile.
In this way, we will be able to evaluate the
relevance of the proposed adaptation (case 1).
Furthermore, some improvements will concern
the flexibility of the player model. Sometimes, the
player type is not enough to model the user’s needs,
as they can change during the day. As an example,
two motivational factors of Lazzaro (2004) are
detailed bellow:
Hard fun (Players look for challenge, strategy
and problem solving).
Easy fun (Players enjoy intrigue and
curiosity).
Whether we expect to relax (easy fun) or to be
challenged (hard fun) depends more on our mood
than our personality and player type. Some
contextual information can help to know about this
mood, like the hour and the day. For example, a user
may expect a more relaxing activity after lunch.
Furthermore, expert systems are limited as they are
static. Another improvement we plan to do is the use
of machine learning techniques to automatically
adapt the adaptation rules themselves, based on the
experience with the previous users.
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