Learning Analytics and Serious Games: An Ideal Couple


Over the last decade, serious games have become accepted educational tools and the idea of using the great strength of modern computer games for educational purposes experienced a significant boost. From an educational perspective, computer games offer a promising approach to make learning more engaging, satisfying, and probably more effective.

However, playing experience and learning motivation are fragile assets; to be enjoyable, a computer game must be balanced well, meaning the game must match an individual player’s playing preferences, playing styles, and playing capabilities in a suitable way in order to too one-sided gameplay. An appropriate adaptation is of crucial […]

February 3rd, 2017|Blog|

Gamifying the ‘whole’ world, toward a manifesto for gamification

Dr. Kam Star (PLAYGEN)

To gamify or not to gamify, that is sometimes the question.

So – whilst proponents of hard-gamification claim universal appeal of competitive zero-sum game mechanics, waxing lyrical about the propensity for human beings to engage in hypercompetitive activity to prove their worth by accumulating digital badges and virtual points to beat everyone else in a version of broken-reality far from the realities of ‘the human condition’ – the social scientists watch, mouth half open!

Seems like the answer is always ‘gamification fixes engagement’.

As an experienced practitioner and scientist, I don’t share such blind faith in the power of one-up-man-ship […]

January 5th, 2017|Blog|

Looking for a better job? Enhance your résumé to boost your odds of getting accepted

Would you change your job as a New Year’s Resolution?
Whether the Universe brought you the opportunity of a new job or you feel like you should make a change in 2017, your résumé represents an “identity card”, a portrait of yourself. It should be clean, straightforward, catchy, therefore creating the right first impression.

The odds are that you already used many templates for your Curriculum Vitae. Maybe you read a bunch of articles with tips and tricks for creating a better CV. Probably you presented your résumé to relatives or friends and asked for an opinion. Thus, we provide a cutting-edge tool […]

January 5th, 2017|Blog|

A Serious Games Profile for the Experience API (xAPI)

We’re happy to reproduce the note published by ADL that speaks of our work. Read the original post, here.

ADL recently collaborated with researchers from the e-learning group, Complutense University of Madrid (Department of Software Engineering and Artificial Intelligence) on their H2020 RAGE research project to create a serious games profile for the Experience API (xAPI) specification. The profile is now published at This effort serves as a starting point for the Serious Games Community of Practice, which will help inform future updates or improvements to the profile.

A serious game is a video game designed with a purpose other than […]

December 16th, 2016|Blog|

RAGE showing software at the GALA Serious Gaming Conference 2016

Post by Wim Westera,  December 6, 2016
On December 6th the RAGE project organised a demo session on the GALA serious gaming conference at Utrecht University. We presented a selection of the games and game technology components that we are developing. Also, we included demos from 2 more Horizon2020 projects (Prosociallearn and Beaconing), a demo from the FP7 project JamtoDay , and game demos from 3 renowned Dutch game studios: IJsfontein, Basecamp Games and The Barn Games.

RAGE presented the following game software components:

Real-Time Emotion Recognition Component (Kiavash Bahreini)
Using the webcam images for accurate extraction of 7 basic emotions. The asset […]

December 6th, 2016|Blog|

Technological Ecosystems Conference

By Boyan Bontchev (Sofia University St. Kliment Ohridski)
November 21st, 2016

The Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM2016) was organized by the Research Institute for Educational Sciences, University of Salamanca. The conference was held at Instituto Universitario de Ciencias de la Educación (IUCE) located in Salamanca, Spain.

The RAGE project was presented with one full paper named “Assessing Engagement in an Emotionally-Adaptive Applied Game”. The paper gives an overview of usage of a RAGE software asset (Real-Time Arousal Detection Using Galvanic Skin Response Asset) and experimental results about assessment of player engagements obtained in a case study with an […]

November 28th, 2016|Blog|