Ioana Ghergulescu

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This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and measuring(More)
—Thanks to their motivational potential, video games have started to be increasingly used for e-learning. However, as e-learning gradually shifts towards mobile learning, there is a growing need for innovative techniques to deliver rich learning material such as educational games to resource-constrained devices. In particular, the limited battery capacity(More)
—With the rapid growth in video-based services, and as users are becoming increasingly quality-aware, the reliable estimation of video quality has become extremely important. While a multitude of objective Video Quality Assessment (VQA) metrics with various performance and complexity have been proposed, the nonlinearity of video quality and the lack of(More)
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players’ behaviour are(More)