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The authors investigated the effects of visual properties of hierarchical graphs on speed of comprehension: planarity (crossing of lines), slopes (orientation of lines), and levels (adjustment of dots). In each of 4 experiments, 30 participants responded to interpretive questions that required comparisons among the elements of the graph. Knowledge provided(More)
We present a formalisation for employee competencies which is based on a psychological framework separating the overt behavioural level from the underlying competence level. On the competence level, employees draw on action potentials (knowledge, skills and abilities) which in a given situation produce performance outcomes on the behavioural level. Our(More)
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Competence-based extensions of Knowledge Space Theory are suggested as a formal framework for implementing key features of personalised learning in technology-enhanced learning. The approach links learning objects and assessment problems to the relevant skills that are taught or required. Various ways to derive these skills from domain ontologies are(More)
Personalized eLearning Systems tailor the learning experience to characteristics of individual learners. These tailored course offerings are often comprised of discrete electronic learning resources, such as text snippets, interactive animations, diagrams, and videos. An extension of standard metadata schemas developed for facilitating the discovery and(More)
The intrinsic motivation to play, and therefore to learn, that might be provided by digital educational games teases researchers and developers. However, existing educational games often fail in their attempt to compete with commercial games and to provide successful learning. Often some learning is added to digital games or some gameplay is added to(More)
Several approaches for formalising prerequisite structures on skills or competencies based on the psychological theory of knowledge space have been suggested and applied for adaptive eLearning. In this paper, we will discuss how these structures may be applied in skill management in a broader sense. After introducing some formal structures for prerequisite(More)
Digital game-based learning is a hot topic of research and development. Since the advent of computer and video games, educators were inherently interested in utilizing the beneficial aspects of computer games for educational purposes. These factors are primarily the intrinsic motivation of games, immersive environments, engaging stories, and an artful(More)
The present paper introduces the 80Days project, an inter-disciplinary European research project endeavoring after pushing the state-of-the-art in digital educational games. The main objectives of the project are enabling curriculum-related education with competitive computer games, realizing non-invasive and educationally meaningful support of the learner,(More)