game mechanics constitute factors in a similar way
as the motivators in Yee’s work and can be used in
turn in order to reconstruct gamer types. Bartle’s ba-
sic definition thus provides a boot-strapping method
for retraining a feature network using a knowledge-
base design. Weights can later be retrained using data
driven approaches.
Future work involves a larger collection of data
from the target audience that would allow data driven
parameter training in order to match game mechanics
to data driven user types.
The resulting recommender system can supple-
ment other such systems that have been well re-
searched in the literature.
REFERENCES
Andreasen, E. and Downey, B. (2008). Gamer Psychology -
Bartle’s Test, http://www.andreasen.org/, accessed on
Feb. 9, 2016.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players
who suit MUDs. Journal of MUD research, 1(1):19.
Berkling, K., Elhusseni, A., Latt, D., Petrov, C., Waigand,
A., and Walther, J. (2016). Childrens mooc con-
ceptual ideas and first steps towards implementation.
In (CSEDU) International Conference on Computer
Supported Learning.
Borgers, N., Leeuw, E. d., and Hox, J. (2000). Children
as respondents in survey research: Cognitive develop-
ment and response quality 1. Bulletin de methodologie
Sociologique, 66(1):60–75.
Bullen, M. (2003). E-learning emergence. CGA Magazine.
Felfernig, A., Jeran, M., Ninaus, G., Reinfrank, F., and Re-
iterer, S. (2013). Toward the next generation of rec-
ommender systems: applications and research chal-
lenges. In Multimedia Services in Intelligent Environ-
ments, pages 81–98. Springer.
Gregorc, A. F. and Butler, K. A. (1984). Learning is a matter
of style. VocEd, 59(3):27–29.
Keefe, J. W., Monk, J. S., Languis, M., Letteri, C., and
Dunn, R. (1986). NASSP Learning style profile. Re-
ston, VA: National Association of Secondary School
Principals.
Khalil, M. and Ebner, M. (2015). A stem mooc for school
childrenwhat does learning analytics tell us? In In-
teractive Collaborative Learning (ICL), 2015 Interna-
tional Conference on, pages 1217–1221. IEEE.
Kiang, D. (2007). Use the Four Gamer Types to Help Your
Students Collaborate, http://edtechteacher.org/use-
the-four-gamer-types-to-help-your-students-
collaborate-from-douglas-kiang-on-edudemic/,
last checked Nov. 6, 2015.
Kim, A. J. (2000). Community building on the web:
Secret strategies for successful online communities.
Addison-Wesley Longman Publishing Co., Inc.
Kolb, A. Y. (2005). The Kolb learning style inventory—
version 3.1 2005 technical specifications. Boston, MA:
Hay Resource Direct, 200.
Konert, J., G
¨
obel, S., and Steinmetz, R. (2013). Modeling
the player, learner and personality: Independency of
the models of Bartle, Kolb and NEO-FFI (Big5) and
the implications for game based learning. In European
Conference on Games Based Learning, page 329.
MBTI (2015). MBTI Basics,
http://www.myersbriggs.org/my-mbti-personality-
type/mbti-basics/, last checked Nov. 6, 2015.
Myers, I. and Myers, P. (2010). Gifts differing: Understand-
ing personality type. Nicholas Brealey Publishing.
National Governors Association Center for Best Practices,
C. o. C. S. S. O. (2010).
Riechmann, S. W. and Grasha, A. F. (1974). A rational ap-
proach to developing and assessing the construct va-
lidity of a student learning style scales instrument. The
Journal of Psychology, 87(2):213–223.
Rollins, M. (Jan. 7, 2015). The Grasha-
Riechmann Student Learning Styles Scale
http://elearningindustry.com/learning-style-
diagnostics-grasha-riechmann-student-learning-
styles-scale, last checked Nov. 6, 2015.
Steinkuehler, C., Squire, K., and Barab, S. A. (2012).
Games, learning, and society: Learning and mean-
ing in the digital age. Learning in doing. Cambridge
University Press, Cambridge.
Sylvester, T. (2013). Designing games: A guide to engi-
neering experiences. O’Reilly, first edition.
Tavangarian, D., Leypold, M. E., N
¨
olting, K., R
¨
oser, M.,
and Voigt, D. (2004). Is e-learning the Solution for In-
dividual Learning. Electronic Journal of E-learning,
2(2):273–280.
Thompson, C. (2011). How khan academy is changing the
rules of education. Wired Magazine, 126:1–5.
Yee, N. (2006a). The demographics, motivations, and de-
rived experiences of users of massively multi-user on-
line graphical environments. Presence, 15(3):309–
329.
Yee, N. (2006b). Motivations for play in online games. Cy-
berpsychology & behavior : the impact of the Internet,
multimedia and virtual reality on behavior and soci-
ety, 9(6):772–775.
Personalizing Game Selection for Mobile Learning - With a View Towards Creating an Off-line Learning Environment for Children
313