6 CONCLUSIONS
In this paper we introduced Minerva, an adaptive pro-
gramming education game that uses Bartle’s Player
Types and Honey and Mumford’s LSQ to adapt both
gameplay and learning content. We also showed the
results of adaptation evaluation obtained from test-
ing Minerva at a South Korean elementary school,
and proposed improvements for the adaptation model
based on evaluation results. There is room for im-
provement especially on how the learning content is
shown to players and on the adaptation of play and
learning styles.
ACKNOWLEDGMENTS
This work was supported by the Korean National Re-
search Foundation (NRF-2015R1C1A1A02036469).
REFERENCES
Akbari, F. and Taghiyareh, F. (2014). E-SoRS: A personal-
ized and social recommender service for E-learning
environments. In International Conference on e-
Learning and e-Teaching, pages 1–12.
Akbulut, Y. and Suzan Cardak, C. (2012). Adaptive edu-
cational hypermedia accommodating learning styles:
A content analysis of publications from 2000 to 2011.
Computers & Education, 58(2):835–842.
Balanskat, A. and Engelhardt, K. (2015). Computing our
future : Computer programming and coding Priorities,
school curricula and initiatives across Europe. Tech-
nical report, Brussels.
Cabada, R. Z., Barr
´
on Estrada, M. L., and Reyes Garc
´
ıa,
C. A. (2011). EDUCA: A web 2.0 authoring tool for
developing adaptive and intelligent tutoring systems
using a Kohonen network. Expert Systems with Appli-
cations, 38(8):9522–9529.
Charles, D., Kerr, A., and McNeill, M. (2005). Player-
centred game design: Player modelling and adaptive
digital games. In Proceedings of the digital games re-
search conference, volume 285, pages 285–298.
Chen, J. (2007). Flow in games (and everything else). Com-
munications of the ACM, 50(4):31.
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T.,
and Boyle, J. M. (2012). Computers & Education A
systematic literature review of empirical evidence on
computer games and serious games. Computers & Ed-
ucation, 59(2):661–686.
Gomes, A. and Mendes, A. J. (2007). Learning to program -
difficulties and solutions. In International Conference
on Engineering Education.
Hsu, T., Chiou, C., Tseng, J. C. R., and Hwang, G. (2016).
Development and Evaluation of an Active Learning
Support System for Context-Aware Ubiquitous Learn-
ing. Learning Technologies, IEEE Transactions on
Learning Technologies, 9(1):37–45.
H
¨
using, T., Korte, W. B., and Dashja, E. (2015). e-Skills in
Europe: Trends and Forecasts for the European ICT
Professional and Digital Leadership Labour Markets
(2015-2020). Technical Report November, empir-
ica Gesellschaft f
¨
ur Kommunikationsund Technolo-
gieforschung mbH, Bonn.
Hwang, G.-J., Sung, H.-Y., Hung, C.-M., Huang, I., and
Tsai, C.-C. (2012). Development of a personalized ed-
ucational computer game based on students’ learning
styles. Educational Technology Research and Devel-
opment, 60(4):623–638.
Jenkins, T. (2002). On the difficulty of learning to program.
In Annual Conference of the LTSN Centre for Infor-
mation and Computer Sciences, pages 53–58.
Kickmeier-Rust, M. D., Augustin, T., and Albert, D. (2011).
Personalized storytelling for educational computer
games. In Proceedings of the International Confer-
ence on Serious Games Development and Applica-
tions, pages 13–22.
Latham, A., Crockett, K., McLean, D., and Edmonds, B.
(2012). A conversational intelligent tutoring system
to automatically predict learning styles. Computers &
Education, 59(1):95–109.
Lindberg, R. S. N. and Laine, T. H. (2016). Detecting Play
and Learning Styles for Adaptive Educational Games.
In International Conference on Computer Supported
Education, volume 1, pages 181–189.
Magerko, B. (2008). Adaptation in Digital Games. Com-
puter, 41(6):87–89.
Magoulas, G., Papanikolaou, K., and Grigoriadou, M.
(2003). Adaptive web-based learning: accommo-
dating individual differences through system’s adap-
tation. British Journal of Educational Technology ,
34(4):511–527.
Ministry of Education and Science (2015). Sw . Technical
report.
Peirce, N., Conlan, O., and Wade, V. (2008). Adaptive ed-
ucational games: Providing non-invasive personalised
learning experiences. In International Conference on
Digital Game and Intelligent Toy Enhanced Learning,
pages 28–35.
Ruiz, M. d. P. P., D
´
ıaz, M. J. F., Soler, F. O., and P
´
erez, J.
R. P. (2008). Adaptation in current e-learning systems.
Computer Standards and Interfaces, 30(1-2):62–70.
Truong, H. M. (2015). Integrating learning styles and adap-
tive e-learning system: Current developments, prob-
lems and opportunities. Computers in Human Behav-
ior, 55:1185–1193.
Vesin, B., Ivanovi
´
c, M., Kla
ˇ
snja-Mili
´
cevi
´
c, A., and Budi-
mac, Z. (2012). Protus 2.0: Ontology-based seman-
tic recommendation in programming tutoring system.
Expert Systems with Applications, 39(15):12229–
12246.
Yaghmaie, M. and Bahreininejad, A. (2011). A context-
aware adaptive learning system using agents. Expert
Systems With Applications, 38(4):3280–3286.
Improving Play and Learning Style Adaptation in a Programming Education Game
457