Information Technology Reference
In-Depth Information
Relaxing rules have the same rules as well, based on common rules for casual
games.
In the initial state, the score and resolution time are set to 0. From any non-
terminal state, we can have the following: let N be the number of relaxing
points that can be cumulated in a relaxing game, if the score is less than N and,
within the game's resolution time, the learner chooses a correct solution, then
the system shows the yes-consistency feedback, and the score gets increased by
1. But, if the learner chooses a wrong solution, then the system shows the no-
consistency feedback, the game terminates and the system shows the disap-
pointed avatar; otherwise, the system terminates the game, shows the score and
the happy avatar.
4.1 Conclusion and Game Prototype
In this paper we explained how the playing material and tasks of TERENCE are
designed and developed on top of an extensive analysis of the requirements of the
TERENCE learners based on (EBD) and UCD. This study finalizes with the de-
velopment of the prototypes of smart games, like the one in Fig. 2. The develop-
ment procedure, from the framework via the visual template to the prototypes is
reported in [3].
Fig. 2 An instance of a prototype of a before-while smart game
Acknowledgements. The authors' work was supported by TERENCE project, funded by
the EC through the FP7 for RTD, Strategic Objective ICT-2009.4.2, ICT, TEL. The con-
tents of the paper reflects only the authors' view and the EC is not liable for it. Gennari
work was also funded through the CRESCO and DARE projects, financed by LUB and the
Province of Bozen-Bolzano.
References
1. Adams, E.: Fundamentals of Game Design. New Riders (2010)
2. Alrifai, M., de la Prieta, F., Di Mascio, T., Gennari, R., Melonio, A., Vittorini, P.: The
Learners' User Classes in the TERENCE Adaptive Learning System. In: Proc. of the
ICALT 2012 (2012)
 
Search WWH ::




Custom Search