Educational software includes digital tools and applications designed to facilitate teaching and learning activities. Among various categories of the educational software, learning systems) represent one of the most rapidly evolving and in-demand software types. This article provides an overview of the evolution of educational software, with particular focus on the models, methods, techniques, and tools employed in the development of adaptive learning systems. A transferable adaptation model, facilitating the customization of the learning process across various genres of adaptive learning games, is proposed. The proposed model encompasses several key components: the knowledge domain model within the gaming context, represented by a structurally organized knowledge space; the learner model, which captures the current knowledge state of the learner within this knowledge space; and the adaptation technique, which is based on the learner’s autonomous selection of gaming actions that do not contravene the logical progression required for mastering the knowledge space. An architectural pattern for adaptive learning games is presented, comprising an adaptation subsystem that implements the developed adaptation model, along with a set of core game components. This framework aims to facilitate the integration of personalized adaptation mechanisms within the overall game structure, thereby supporting dynamic and tailored learning experiences. The proposed adaptation model has been validated through the development of the adaptive learning game “Kammy” designed to facilitate mastery of object-oriented design principles and the C# programming language. The applicability of the models, methods, and technologies introduced in this study is demonstrated via the creation of this educational game, which was developed utilizing the developed architectural pattern. This implementation underscores the practical relevance and effectiveness of the proposed approach in supporting personalized learning within digital educational environments.

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Challenges and Solutions for Adaptive Software Development: Transferable Adaptation Model and Its Implementation in Adaptive Learning Games

  • Alexander Khayrov,
  • Olga Shabalina,
  • Aleksandr Davtian,
  • Alexander Kataev,
  • Elena Khvastunova,
  • Anna Andropova

摘要

Educational software includes digital tools and applications designed to facilitate teaching and learning activities. Among various categories of the educational software, learning systems) represent one of the most rapidly evolving and in-demand software types. This article provides an overview of the evolution of educational software, with particular focus on the models, methods, techniques, and tools employed in the development of adaptive learning systems. A transferable adaptation model, facilitating the customization of the learning process across various genres of adaptive learning games, is proposed. The proposed model encompasses several key components: the knowledge domain model within the gaming context, represented by a structurally organized knowledge space; the learner model, which captures the current knowledge state of the learner within this knowledge space; and the adaptation technique, which is based on the learner’s autonomous selection of gaming actions that do not contravene the logical progression required for mastering the knowledge space. An architectural pattern for adaptive learning games is presented, comprising an adaptation subsystem that implements the developed adaptation model, along with a set of core game components. This framework aims to facilitate the integration of personalized adaptation mechanisms within the overall game structure, thereby supporting dynamic and tailored learning experiences. The proposed adaptation model has been validated through the development of the adaptive learning game “Kammy” designed to facilitate mastery of object-oriented design principles and the C# programming language. The applicability of the models, methods, and technologies introduced in this study is demonstrated via the creation of this educational game, which was developed utilizing the developed architectural pattern. This implementation underscores the practical relevance and effectiveness of the proposed approach in supporting personalized learning within digital educational environments.