Gamifying the educational systems implies the application of gaming rules in a non-gaming context. This has positively-affected the success and engagement of learners in the learning process. The learning styles work as an important factor for a better definition of the preferred way for a learner to learn, resulting in an adaptable system that understands the educational needs of the learner, with adaptable teaching styles that draw his attraction to continue learning. In this paper, we discuss the state-of-art principles needed for serious gamification, and investigate the main concepts required to create adaptive educational systems. This includes the study of the adaptation types considered for both normal and disabled/disordered learners, as well as building a detailed comparison between the different evaluated educational models, while highlighting the concepts applied and analyzing their strengths and weaknesses.
No takes yet. Share an insight, caveat, or question.
Jumaa et al. (2017) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: