<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Game based learning with artificial intelligence and immersive technologies: an overview</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yulia Yu. Dyulicheva</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anastasia O. Glazieva</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>V.I. Vernadsky Crimean Federal Univerity</institution>
          ,
          <addr-line>4 Vernadsky Ave., Simferopol, 295007, Crimea</addr-line>
        </aff>
      </contrib-group>
      <fpage>146</fpage>
      <lpage>159</lpage>
      <abstract>
        <p>The usage of serious games with AI and immersive technologies in education is considered in the paper. We discussed the development of serious educational games with adaptability and personalization based on recognition of the images, human emotions, speech, and intelligent agents usage for the simulation of “being there” efect of a human opponent, and control of the complexity of game levels and game contents. We investigated some tools for teachers and students to allow the creation of the educational games based on AI and immersive technologies without programming skills existence: Aurora Neverwinter Nights toolset, eCraft2Learn tool with visual programming on Snap!, Scratch with AI abilities, Metaverse Studio for AR applications development with computer vision models using Google AI, CoSpaces Edu and EV Toolbox constructors for immersive apps.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;educational games</kwd>
        <kwd>AI in education</kwd>
        <kwd>immersive technologies in education</kwd>
        <kwd>AR/VR constructors with AI modules</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Game-based learning is the perspective direction in education because the younger generation
is involved in computer and mobile games from early childhood and this kind of activity began
to be perceived as a normal thing. The games in education are not required adaptation from the
younger generation, cause to positive perception and desire to use games for further learning
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Serious games are widely used in education, but they are aimed not at entertainment, but
at achieving concrete educational goals [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        There is no single definition of a serious game. Following [
        <xref ref-type="bibr" rid="ref3 ref4 ref5">3, 4, 5</xref>
        ], by serious games we
mean digital games with some simulation of processes oriented to knowledge acquisition, its
improvement and problem-solving, including the harnessing of innovative technologies, in
particular, virtual environment. Games of this kind can help create new curriculums for the
adaptation of the learners to the digital age.
      </p>
      <p>
        Computer games are considered as perspective interactive digital or virtual environments,
that allow getting immersive experience and practical skills through engagement, the interest of
players, and feedback with them [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. As shown in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], educational computer games contribute
to the improvement of cognitive and social skills.
      </p>
      <p>
        Modern serious games must satisfy a number of requirements: aimed at problem-solving,
must have a spirit of innovation, take into account the personal needs and preferences of
the player and his goals, improve cognitive, analytical, mathematical, communication skills,
promote the development of new technologies, develop creativity and skills management,
ability to take initiative, etc. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. For example, Nand et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] considered the characteristics
that attract and retain the users in the games and how such characteristics can be used for
the development of educational games. So, as a result of the survey, it was revealed that
realistic graphics, diferent levels of dificulty, and feedback in the form of scoring are important
for the players. Abdellatif et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] investigated the qualitative characteristics (game design,
user’s satisfaction, usability, usefulness, understandability, motivation, performance, playability,
pedagogical aspects, learning outcomes, engagement, user’s experience, eficacy, social impact,
cognitive behavior enjoyment, acceptance, user interface) of serious games in the field of
education with the help of game Robocode for the teaching of programming and discussed the
directions for improving the game that students are noted.
      </p>
      <p>
        Important features of the development of serious games are the focus on obtaining certain
knowledge and skills from students. The development of serious games requires the use of
machine learning methods to solve such practically important problems as image recognition,
speech-based text recognition, etc. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The recognition of the players’ emotions is of particular
importance, as it makes it possible to track those parts of the game that cause boredom, fear,
etc. Recognition of players’ emotions can be used to personalize content in educational games,
and the natural language processing techniques in conjunction with neural networks are used
to develop dialogues with the learners in real-time and create the efect of the tutor presence
for support organization during learning [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Tracking and assessing the emotional state of
the learners during the use of serious games are important tasks aimed at studying both the
emotions themselves and assessing the emotional experience gained during training since it is
precisely such emotional experience that further afects the activity and volition in the learning
process based on games and is of interest from the point of view of developing educational
games aimed at personalizing learning. Anolli et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] considered diferent approaches for
assessment of the emotional state of the player based on facial emotion recognition, voice
analysis, and gesture recognition (assessment emotions based on body language analysis).
      </p>
      <p>The purpose of the paper is to study the possibilities and prospects of using immersive
technologies and artificial intelligence for gamification of the educational process and tools for
the development of educational games based on these technologies.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related works</title>
      <p>
        Serious games in education aim at the acquisition of basic knowledge and skills and academic
performance improvement. As shown in table 1, serious games are widely used in police,
business, diagnostics, aircrew for educational purposes. Their main distinguishing feature is
the focus on the educational aspect and active learning, and the main advantage is maintaining
the student’s interest-based in cognitive curiosity, plot intrigue, reward system, interactivity,
Binsubaih
et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
Martín and
Aznar [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
feedback and gaining professional skills and knowledge through experience of problem solving
and high motivation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Review of serious learning games</title>
      <sec id="sec-3-1">
        <title>3.1. Games with Artificial Intelligence and for Artificial Intelligent learning</title>
        <p>
          The rapid development of the gaming industry puts forward new requirements from players –
the presence in the game of the “being there” of a human opponent, the presence of levels with
complex enemies behavior, a variety of scenes, and unexpected dynamically changing scenarios,
the replacement of a human enemy who has left the game with an intelligent enemy bot, etc.
This led to the need to integrate artificial intelligence modules into games and, in particular,
Mautone
et al. [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]
Gaggi et al. Diagnostic Identification of
peo[
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] ple with
developmen
        </p>
        <p>
          tal dyslexia
Aircrew Aircrew Training
14 male
Lämsä et al. Inclusive
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]
Education
        </p>
        <p>Reading and math
learning for people
with disabilities</p>
        <p>
          Classification of children with
respect to risk group for
developmental dyslexia
Improvement of performance
and accuracy of carrying out
the FMS preflight
programming in the proper sequence
Organizing of special
educational support
machine learning based on the use of intelligent agents, including human behavior simulation
in games according to styles and skills acquired in games by intelligent agents [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]; the usage of
the deep learning, for example, the usage of the value and policy networks for the game Go to
generate diferent random games for self-play [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] and multilayer perceptrons for developing
intelligent bots simulated human behavior [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]; the usage of the genetic algorithms for the
search of the efective strategy organization without total check of all possible alternatives
[
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] and simulation of real player behavior playing, for example, in Mario game with the help
of genetic operations, fitness function, and subject area knowledge to optimize actions of the
player [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          The criteria for evaluation of users’ engagement and their interest is an open problem in game
development [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], but some researchers propose methods for assessment based on machine
learning. For example, Tadayon and Pottie [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] investigated the ability of the hidden Markov
model for student performance assessment after educational game usage.
        </p>
        <p>
          Serious games are enough efective in education, but require the efect of support presence
when learners find it dificult. As support, virtual and intelligent characters are used in games.
They are created, for example, with the help of agent-based technology [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
        </p>
        <p>
          There are two directions in game-based learning: the development of learning games with
artificial intelligence and learning games to teach and learn artificial intelligence itself. Examples
of games for AI learning are ArtBot – a game for learning the basics of reinforcement learning
and supervised learning methods. It allows investigating how the bot is trained. Machine
learning for kids game allows demonstrating the possibilities of machine learning algorithms,
and how they transform input to output and can be considered as an introduction to machine
learning for kids [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Adaptive learning games</title>
        <p>
          Personalization, personification and adaptability today cover all areas of human activity from
Internet technologies, medicine, and economics to education [
          <xref ref-type="bibr" rid="ref29 ref30">29, 30</xref>
          ] and are associated with
understanding human behavior, emotions, states, experiences and desires, cognitive processes.
        </p>
        <p>
          Development of dynamic adaptive educational games focused on ofering educational content,
dificulty level, game scenarios, assessment of acquired skills, etc. taking into account
personification is one of the innovative approaches in the gaming industry and education. Personification
is viewed as a tool for developing adaptive games aimed at understanding the players, their
personal needs in order to engage and retain their interests. Many scholars investigate how
users or homogenous groups of users interact with the content of the game. The model of
educational games based on real-time dynamic adaptivity taking into account learning styles,
performance, player’s behavior, and profile with personality traits are investigated in [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
Serhan et al. [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] detected the target groups of players with similar preferences, proposed the
serious game development with adaptive learning content for such group, and considered the
idea of personal hints in the game depending on rating scores.
        </p>
        <p>
          Adaptivity in game-based learning is considered as the systems’ ability to change learning
content according to users’ preferences and characteristics [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. Such type of game’s
customization usually is based on users’ learning styles and tracking their behavior during games (for
example, users’ eye tracking, face and its emotions recognition, etc.). The game development
based on behavior tracking has to take into account users’ afective states changing during the
game and the ability to predict users’ emotions in the future to generate adaptive content. Lopez
and Tucker propose to use the recognition of facial expression in real-time mode for motivation,
experience, and performance improvement in the game with the help of SVM algorithm [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ].
The search for a balance between skills and game dificulty is a very important factor for serious
games development.
        </p>
        <p>
          Zhu and Ontañón [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] discussed open problems connected with AI usage for personalized
serious game development, for example, such as modeling of individual player behavior because
often it is not enough to get observed data for the prediction of the users’ behavior.
        </p>
        <p>
          The most well-known approaches for developing adaptive games in education are the use
of learning styles that reveal preferences about the way information is perceived (visually,
verbally, with the help of “brainstorming”, while observing someone, etc.) and machine learning
algorithms for embedding adaptive content, taking into account the current behavior of the
player and the skills he has acquired. Khenissi et al. [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ] found that students with a predominant
style of Active in the Felder-Silverman model prefer action games, students with a predominant
style of Sequential prefer games based on puzzles. Thus, when developing serious games in
education, it is possible to ofer educational content adapted to specific target groups.
        </p>
        <p>Some examples of the serious adaptive game in education are presented in table 2.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Serious learning games with augmented and virtual reality</title>
        <p>
          Augmented and virtual reality technologies aimed at providing interactive experiences in the
study of abstract concepts are showing promising results in the field of education. If we add to
the interactivity and clarity of learning in a playful form, then this kind of approach can increase
the involvement and interest of students. Games with flashcards for entertaining learning of
the alphabet, numbers, and words, developed on the basis of Unity, Vuforia, Blender, InkScape
are widespread [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          The interesting direction of immersive technologies is the use of such technologies for hints
appears as support in the learning process. Dyulicheva [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ] proposed to use hints for students
that have trouble in mechanics learning; the hints for people with special needs during learning
are discussed in [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]. Drey et al. [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ] considered the application of adaptive hints in a virtual
environment based on analysis of player behavior.
        </p>
        <p>
          Game-based learning with immersive technologies is efectively used for teaching and learning
mathematics, foreign languages, physics, chemistry, biology, astronomy, etc. AR/VR with
gamification is widely used in rehabilitation when people learn to control their body from the
start and AI modules are applied for quality assessment of performed exercises by patients [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ].
        </p>
        <p>Some examples of serious learning games with immersive technologies are presented in
table 3.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Tools for learning games development with AI and immersive technologies</title>
        <p>
          The usage of serious games in education as their development by students with the management
of teachers facilitates to positive efect in education [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]. Annetta et al. [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ] noted that serious
Hooshyar Computational maze
et al. [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] thinking
games with immersion in a virtual environment contributed to the self-education of students,
stimulated them to learn additional materials, and also developed collaborative skills through
interaction with other students or instructors when they created their own games. Carbonaro
et al. [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ] proposed an approach based on supplementing and adapting the finished game
“Neverwinter Nights” by students without programming skills for deeper immersion in the
studied subject area. Immersive technologies and artificial intelligence make it possible to
transfer the teacher from the role of a passive observer to an active participant who directly
interacts in a virtual environment with the subject of study and even creates virtual objects
himself and determines how to interact with them. The learner gains important skills through
the study of microworlds. A student now is not just a user of a computer game, he is also its
developer, who must achieve a certain educational goal. The student’s participation in game
development contributes to his self-expression, the development of creativity, and self-education.
        </p>
        <p>
          The development of tools with interactive and visual software development tools leads to
the emergence of new teaching methods and to rethink the possibilities and learning outcomes
based on the integration of AI and immersive technologies into education. Consider the tools
that teachers can use together with their students to develop educational games with AI modules
and/or immersive technologies:
1. Computer role-playing game creation with BioWare Aurora Neverwinter Nights toolset
when students play the role of historical character, journalist, ecologist, economist, etc.
for expanding the skills of scientific research, or writing story with facts, or creation
proposition for save of environment, or studying the conditions of life in some historical
epoch is discussed in [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ]. Another example of educational game creation for adaptive
teaching of SQL base with Aurora toolset is described in [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. Aurora toolsets allow
develop diferent scenes and characters based on usage of the tiles and library of
creatures, create and assign dialogs to characters of the game, and set actions and organize
interactivity with characters. Spronck et al. [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] describe the possibilities of introducing
adaptive elements into games based on the role-playing game “Neverwinter Nights” using
AI and dynamic scripting development.
2. Tool eCraft2Learn allows developing projects with AI blocks and abilities with block visual
programming with the help of Snap! [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ]. AI blocks are used to create custom projects
involving speech, image recognition, and neural network application development. Any
project allows you to add various sprites and functionality based on AI blocks. Study
projects contain applications with gesture and speech recognition for learning words in
other languages, gaining skills in arithmetic operations with numbers, acquaintance with
works of art, and more. For example, you can study the pronunciation of numbers in
diferent languages and the pronunciation of a phrase that a parrot will recognize using
AI blocks with the help of Snap!, as shown in figure 1.
3. The block-based visual programming language Scratch with AI abilities is used for learning
basic concepts of AI and own games creation with AI. For example, kids easily can create
their own chatbot with Alexa functionality, games with hand-written text recognition,
games with voice and video recognition [50]. Estevez et al. [51] proposed to use Scratch
to understand the principles of cluster analysis algorithms and the functioning of a
neuron and a simple neural network. The introduction of tools for visualization of
dificult-to-learn concepts into the educational process and familiarity with basic machine
learning algorithms in a game form contributes to the growth of students’ interest, their
involvement, and the study of advanced information technologies.
4. Studio for the creation of AR applications, in particular, AR games with visual tools
like storyboard [52]. The button “Create experience” on the web page allows creating a
workspace named as a storyboard page with the ability of characters and dialogs, many
scenes such as, for example, inserting of photo and video portals, blocks into the scene as
shown in figure 2.
        </p>
        <p>MacCallum and Parsons [53] considered the perspectives of Studio usage for learning.
The authors point out a number of benefits of using Metaverse in education:
• simplicity and availability of Metaverse in terms of use by both teachers and students,
the ability to embed various resources into scenes;
• Metaverse supports locating and overlaying AR content for exploring the
environment and conducting experiments in physical space, proposing hypotheses by
students and confirming or refuting them using 3D model tracking;
• Metaverse allows you to embed pre-trained computer vision models using Google
AI and combine the capabilities of immersive technologies with the capabilities of
recognition of images, texts, environments, and objects.
5. CoSpaces Edu – interactive development environment for educational AR / VR
applications with built-in scripting language CoBlocks for block visual programming. The
teacher, together with the students, implement project-based learning, creating AR / VR
applications for studying the history of Egypt, Minecraft worlds, diferent simulators for
physics learning, puzzles and mazes, games for acquiring computing skills, etc. [54].
6. EV Toolbox – AR / VR constructor for creating scenarios by means of visual programming
based on the marker and markerless tracking technologies [55].</p>
        <p>Examples of the use of tools CoSpaces Edu and EV Toolbox in the classroom at school and
university are given in the paper [57]. In particular, the development of a virtual gallery for the
study of animals, an application for learning English based on the use of block programming in
CoSpace Edu, and the development of an application based on marker technology for studying
the history of the university using the EV Toolbox was demonstrated.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>Artificial intelligence and immersive technologies are powerful tools for educational games
development. New constructors without programming skills existence open perspectives for
the creation of new curriculums for game-based and project-based learning.</p>
      <p>A promising area for further research is the study of the development principles of educational
games based on immersive technology together with machine learning.</p>
      <p>URL: https://ecraft2learn.github.io/ai/.
[50] Artificial Intelligence, 2022. URL: https://en.scratch-wiki.info/wiki/Artificial_Intelligence.
[51] J. Estevez, G. Garate, J. L. Guede, M. Graña, Using scratch to teach undergraduate students’
skills on artificial intelligence, 2019. arXiv:1904.00296.
[52] Studio, 2021. URL: https://studio.gometa.io/.
[53] K. MacCallum, D. Parsons, Teacher perspectives on mobile augmented reality: The
potential of metaverse for learning, in: Proceedings of World Conference on Mobile and
Contextual Learning 2019, 2019, pp. 21–28. URL: https://www.learntechlib.org/p/210597.
[54] CoSpaces Edu :: Gallery, Make ar and vr in the classroom, 2021. URL: https://edu.cospaces.</p>
      <p>io/.
[55] EV Toolbox - augmented &amp; virtual reality toolkit, 2021. URL: http://www.evtoolbox.com/.
[56] Snap! 7.0.1 - Build Your Own Blocks, 2021. URL: https://ecraft2learn.github.io/ai/snap/
snap.html?project=speak%20randomly.
[57] Y. Y. Dyulicheva, The use of augmented reality technology to improve the
efifciency of teaching, Informatics in School 156 (2020) 37–46. doi: 10.32517/
2221-1993-2020-19-3-37-46.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>R.</given-names>
            <surname>Ibrahim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N. Z. A.</given-names>
            <surname>Rahim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. W. H.</given-names>
            <surname>Ten</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R. C.</given-names>
            <surname>Yusof</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Maarop</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Yaacob</surname>
          </string-name>
          ,
          <article-title>Student's opinions on online educational games for learning programming introductory</article-title>
          ,
          <source>International Journal of Advanced Computer Science and Applications</source>
          <volume>9</volume>
          (
          <year>2018</year>
          ). doi:
          <volume>10</volume>
          .14569/ IJACSA.
          <year>2018</year>
          .
          <volume>090647</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>A. De Gloria</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          <string-name>
            <surname>Bellotti</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Berta</surname>
          </string-name>
          ,
          <article-title>Serious games for education and training</article-title>
          ,
          <source>International Journal of Serious Games</source>
          <volume>1</volume>
          (
          <year>2014</year>
          ). URL: https://journal.seriousgamessociety.org/index. php/IJSG/article/view/11. doi:
          <volume>10</volume>
          .17083/ijsg.v1i1.
          <fpage>11</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Cai</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S. L.</given-names>
            <surname>Goei</surname>
          </string-name>
          , W. Trooster (Eds.),
          <source>Simulation and Serious Games for Education</source>
          , 1st ed., Springer Science+Business Media Singapore,
          <year>2016</year>
          . URL: https://link.springer.com/content/ pdf/10.1007%
          <fpage>2F978</fpage>
          -
          <fpage>981</fpage>
          -10-0861-0.pdf. doi:
          <volume>10</volume>
          .1007/
          <fpage>978</fpage>
          -981-10-0861-0.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>D. D.</given-names>
            <surname>Reese</surname>
          </string-name>
          ,
          <article-title>First steps and beyond: Serious games as preparation for future learning</article-title>
          ,
          <source>Journal of Educational Multimedia and Hypermedia</source>
          <volume>16</volume>
          (
          <year>2007</year>
          )
          <fpage>283</fpage>
          -
          <lpage>300</lpage>
          . URL: https://www. learntechlib.org/p/24377.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>J.</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E. D. van der Spek</given-names>
            , L.
            <surname>Feijs</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Wang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Hu</surname>
          </string-name>
          ,
          <article-title>Augmented reality games for learning: A literature review</article-title>
          , in: N.
          <string-name>
            <surname>Streitz</surname>
          </string-name>
          , P. Markopoulos (Eds.), Distributed, Ambient and Pervasive Interactions, Springer International Publishing, Cham,
          <year>2017</year>
          , pp.
          <fpage>612</fpage>
          -
          <lpage>626</lpage>
          . doi:
          <volume>10</volume>
          .1007/ 978-3-
          <fpage>319</fpage>
          -58697-7_
          <fpage>46</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>C.</given-names>
            <surname>Reynaldo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Christian</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Hosea</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. A. S.</given-names>
            <surname>Gunawan</surname>
          </string-name>
          ,
          <article-title>Using video games to improve capabilities in decision making and cognitive skill: A literature review</article-title>
          ,
          <source>Procedia Computer Science</source>
          <volume>179</volume>
          (
          <year>2021</year>
          )
          <fpage>211</fpage>
          -
          <lpage>221</lpage>
          . URL: https://www.sciencedirect.com/science/article/pii/ S1877050920324698. doi:https://doi.org/10.1016/j.procs.
          <year>2020</year>
          .
          <volume>12</volume>
          .027, 5th International Conference on Computer
          <source>Science and Computational Intelligence</source>
          <year>2020</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>P.-M. Noemí</surname>
            ,
            <given-names>S. H.</given-names>
          </string-name>
          <string-name>
            <surname>Máximo</surname>
          </string-name>
          ,
          <article-title>Educational games for learning</article-title>
          ,
          <source>Universal Journal of Educational Research</source>
          <volume>2</volume>
          (
          <year>2014</year>
          )
          <fpage>230</fpage>
          -
          <lpage>238</lpage>
          . doi:
          <volume>10</volume>
          .13189/ujer.
          <year>2014</year>
          .
          <volume>020305</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>K.</given-names>
            <surname>Nand</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Baghaei</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Casey</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            <surname>Barmada</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Mehdipour</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.-N.</given-names>
            <surname>Liang</surname>
          </string-name>
          ,
          <article-title>Engaging children with educational content via gamification</article-title>
          ,
          <source>Smart Learning Environments</source>
          <volume>6</volume>
          (
          <year>2019</year>
          )
          <article-title>6</article-title>
          . doi:
          <volume>10</volume>
          .1186/s40561-019-0085-2.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>A. J.</given-names>
            <surname>Abdellatif</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            <surname>McCollum</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>McMullan</surname>
          </string-name>
          ,
          <article-title>Serious games: Quality characteristics evaluation framework and case study</article-title>
          ,
          <source>in: 2018 IEEE Integrated STEM Education Conference (ISEC)</source>
          ,
          <year>2018</year>
          , pp.
          <fpage>112</fpage>
          -
          <lpage>119</lpage>
          . doi:
          <volume>10</volume>
          .1109/ISECon.
          <year>2018</year>
          .
          <volume>8340460</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>A.</given-names>
            <surname>Mostafa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Elsayed</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ahmed</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Mohamed</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Adel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Ashraf</surname>
          </string-name>
          ,
          <article-title>Smart educational game based on augmented reality, EasyChair Preprint no</article-title>
          .
          <issue>2731</issue>
          ,
          <issue>EasyChair</issue>
          ,
          <year>2020</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>W.</given-names>
            <surname>Westera</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Prada</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Mascarenhas</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P. A.</given-names>
            <surname>Santos</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Dias</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Guimarães</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Georgiadis</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Nyamsuren</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Bahreini</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Z.</given-names>
            <surname>Yumak</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Christyowidiasmoro</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Dascalu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.</given-names>
            <surname>Gutu-Robu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Ruseti</surname>
          </string-name>
          ,
          <article-title>Artificial intelligence moving serious gaming: Presenting reusable game ai components</article-title>
          ,
          <source>Education and Information Technologies</source>
          <volume>25</volume>
          (
          <year>2020</year>
          )
          <fpage>351</fpage>
          -
          <lpage>380</lpage>
          . doi:
          <volume>10</volume>
          .1007/ s10639-019-09968-2.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>L.</given-names>
            <surname>Anolli</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Mantovani</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Confalonieri</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Ascolese</surname>
          </string-name>
          , L. Peveri,
          <article-title>Emotions in serious games: From experience to assessment</article-title>
          ,
          <source>International Journal of Emerging Technologies in Learning (iJET) 5</source>
          (
          <issue>2010</issue>
          ) pp.
          <fpage>7</fpage>
          -
          <lpage>16</lpage>
          . URL: https://online-journals.org/index.php/i-jet/article/ view/1496. doi:
          <volume>10</volume>
          .3991/ijet.v5iSI3.
          <fpage>1496</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>D.</given-names>
            <surname>Michael</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Chen</surname>
          </string-name>
          , Serious Games: Games That Educate, Train, and Inform, 1 ed.,
          <source>Cengage Learning PTR</source>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>A.</given-names>
            <surname>Binsubaih</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Maddock</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Romano</surname>
          </string-name>
          ,
          <article-title>Serious games for the police: Opportunities and challenges, Special reports and studies series at the Research</article-title>
          and Studies Center, Dubai Police Academy,
          <year>2009</year>
          . URL: https://www.researchgate.net/publication/228476381_Serious_
          <article-title>Games_for_the_Police_Opportunities_</article-title>
          and_Challenges.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>A. C. U.</given-names>
            <surname>Martín</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C. T.</given-names>
            <surname>Aznar</surname>
          </string-name>
          ,
          <article-title>Meaningful learning in business through serious games</article-title>
          ,
          <source>Intangible Capital</source>
          <volume>13</volume>
          (
          <year>2017</year>
          )
          <fpage>805</fpage>
          -
          <lpage>823</lpage>
          . URL: https://www.intangiblecapital.org/index.php/ ic/article/view/936. doi:
          <volume>10</volume>
          .3926/ic.936.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>O.</given-names>
            <surname>Chourabi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.</given-names>
            <surname>Boughzala</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Lang</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.</surname>
          </string-name>
          <article-title>Feki, Feedback on the integration of a Serious Game in the Data Modeling learning</article-title>
          ,
          <source>in: HICSS-50 : 2017 Hawaii International Conference on System Sciences, Waikoloa</source>
          , Hawaii, United States,
          <year>2017</year>
          , pp.
          <fpage>735</fpage>
          -
          <lpage>742</lpage>
          . URL: https: //hal.archives-ouvertes.fr/hal-01430259.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>O.</given-names>
            <surname>Gaggi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C. E.</given-names>
            <surname>Palazzi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ciman</surname>
          </string-name>
          , G. Galiazzo,
          <string-name>
            <given-names>S.</given-names>
            <surname>Franceschini</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Rufino</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Gori</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Facoetti</surname>
          </string-name>
          ,
          <article-title>Serious games for early identification of developmental dyslexia</article-title>
          ,
          <source>Comput. Entertain</source>
          .
          <volume>15</volume>
          (
          <year>2017</year>
          ). doi:
          <volume>10</volume>
          .1145/2629558.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>T.</given-names>
            <surname>Mautone</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V. A.</given-names>
            <surname>Spiker</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. R.</given-names>
            <surname>Karp</surname>
          </string-name>
          ,
          <article-title>Using serious game technology to improve aircrew training</article-title>
          , in: Interservice/Industry Training,
          <source>Simulation and Education Conference</source>
          ,
          <year>2008</year>
          , p.
          <fpage>8184</fpage>
          . URL: https://www.interplaylearning.
          <source>com/hubfs/Blog/Case%20Studies/Using% 20Serious%20Game%20Technology%20to%20Improve%20Aircrew%20Training%20</source>
          (
          <issue>1</issue>
          ).pdf.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>J.</given-names>
            <surname>Lämsä</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Hämäläinen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Aro</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Koskimaa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.-M.</given-names>
            <surname>Äyrämö</surname>
          </string-name>
          ,
          <article-title>Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities</article-title>
          ,
          <source>British Journal of Educational Technology</source>
          <volume>49</volume>
          (
          <year>2018</year>
          )
          <fpage>596</fpage>
          -
          <lpage>607</lpage>
          . doi:
          <volume>10</volume>
          .1111/bjet.12639.
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Zhao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.</given-names>
            <surname>Borovikov</surname>
          </string-name>
          , F. de Mesentier Silva,
          <string-name>
            <given-names>A.</given-names>
            <surname>Beirami</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Rupert</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Somers</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Harder</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Kolen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Pinto</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Pourabolghasem</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Pestrak</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Chaput</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Sardari</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Lin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Narravula</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Aghdaie</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Zaman</surname>
          </string-name>
          ,
          <article-title>Winning is not everything: Enhancing game development with intelligent agents</article-title>
          ,
          <source>IEEE Transactions on Games</source>
          <volume>12</volume>
          (
          <year>2020</year>
          )
          <fpage>199</fpage>
          -
          <lpage>212</lpage>
          . doi:
          <volume>10</volume>
          .1109/TG.
          <year>2020</year>
          .
          <volume>2990865</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>D.</given-names>
            <surname>Silver</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Huang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C. J.</given-names>
            <surname>Maddison</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Guez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Sifre</surname>
          </string-name>
          , G. van den Driessche, J. Schrittwieser,
          <string-name>
            <given-names>I.</given-names>
            <surname>Antonoglou</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Panneershelvam</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Lanctot</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Dieleman</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Grewe</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Nham</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Kalchbrenner</surname>
          </string-name>
          , I. Sutskever,
          <string-name>
            <given-names>T.</given-names>
            <surname>Lillicrap</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Leach</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Kavukcuoglu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Graepel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Hassabis</surname>
          </string-name>
          ,
          <article-title>Mastering the game of go with deep neural networks and tree search</article-title>
          ,
          <source>Nature</source>
          <volume>529</volume>
          (
          <year>2016</year>
          )
          <fpage>484</fpage>
          -
          <lpage>489</lpage>
          . doi:
          <volume>10</volume>
          .1038/nature16961.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>D. de Almeida Rocha</surname>
            ,
            <given-names>J. Cesar</given-names>
          </string-name>
          <string-name>
            <surname>Duarte</surname>
          </string-name>
          ,
          <article-title>Simulating human behaviour in games using machine learning</article-title>
          ,
          <source>in: 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)</source>
          ,
          <year>2019</year>
          , pp.
          <fpage>163</fpage>
          -
          <lpage>172</lpage>
          . doi:
          <volume>10</volume>
          .1109/SBGames.
          <year>2019</year>
          .
          <volume>00030</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>E.</given-names>
            <surname>Lach</surname>
          </string-name>
          ,
          <article-title>New adaptations for evolutionary algorithm applied to dynamic dificulty adjustment system for serious game</article-title>
          , in: A.
          <string-name>
            <surname>Gruca</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          <string-name>
            <surname>Czachórski</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <string-name>
            <surname>Harezlak</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Kozielski</surname>
            ,
            <given-names>A</given-names>
          </string-name>
          . Piotrowska (Eds.),
          <source>Man-Machine Interactions 5</source>
          , Springer International Publishing, Cham,
          <year>2018</year>
          , pp.
          <fpage>492</fpage>
          -
          <lpage>501</lpage>
          . doi:
          <volume>10</volume>
          .1007/978-3-
          <fpage>319</fpage>
          -67792-7_
          <fpage>48</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <given-names>A.</given-names>
            <surname>Baldominos</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Saez</surname>
          </string-name>
          , G. Recio,
          <string-name>
            <given-names>J.</given-names>
            <surname>Calle</surname>
          </string-name>
          ,
          <article-title>Learning levels of Mario AI using genetic algorithms</article-title>
          , in: J.
          <string-name>
            <surname>M. Puerta</surname>
            ,
            <given-names>J. A.</given-names>
          </string-name>
          <string-name>
            <surname>Gámez</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          <string-name>
            <surname>Dorronsoro</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          <string-name>
            <surname>Barrenechea</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <string-name>
            <surname>Troncoso</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          <string-name>
            <surname>Baruque</surname>
          </string-name>
          , M. Galar (Eds.),
          <source>Advances in Artificial Intelligence</source>
          , Springer International Publishing, Cham,
          <year>2015</year>
          , pp.
          <fpage>267</fpage>
          -
          <lpage>277</lpage>
          . doi:
          <volume>10</volume>
          .1007/978-3-
          <fpage>319</fpage>
          -24598-0_
          <fpage>24</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <given-names>A.</given-names>
            <surname>Brisson</surname>
          </string-name>
          , G. Pereira,
          <string-name>
            <given-names>R.</given-names>
            <surname>Prada</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Paiva</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Louchart</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Suttie</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Lim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Lopes</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Bidarra</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Bellotti</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Kravcik</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Oliveira</surname>
          </string-name>
          ,
          <article-title>Artificial intelligence and personalization opportunities for serious games, in: Human Computation and Serious Games: Papers from the 2012 AIIDE Joint Workshop</article-title>
          .
          <source>AAAI Technical Report WS-12-17</source>
          ,
          <year>2012</year>
          , pp.
          <fpage>51</fpage>
          -
          <lpage>57</lpage>
          . URL: https://www.semanticscholar. org/paper/Artificial-Intelligence-
          <article-title>and-Personalization-for-Brisson-Pereira/ 94cf12ee0224d377f37ec8afed2a7f322eaf36ce.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <given-names>M.</given-names>
            <surname>Tadayon</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G. J.</given-names>
            <surname>Pottie</surname>
          </string-name>
          ,
          <article-title>Predicting student performance in an educational game using a hidden markov model</article-title>
          ,
          <source>IEEE Transactions on Education</source>
          <volume>63</volume>
          (
          <year>2020</year>
          )
          <fpage>299</fpage>
          -
          <lpage>304</lpage>
          . doi:
          <volume>10</volume>
          .1109/ TE.
          <year>2020</year>
          .
          <volume>2984900</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          [27]
          <string-name>
            <given-names>O. O.</given-names>
            <surname>Tumenayu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            <surname>Shabalina</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Kamaev</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Davtyan</surname>
          </string-name>
          ,
          <article-title>Using agent-based technologies to enhance learning in educational games</article-title>
          ,
          <source>in: International Conference e-Learning</source>
          <year>2014</year>
          ,
          <year>2014</year>
          , pp.
          <fpage>149</fpage>
          -
          <lpage>155</lpage>
          . URL: https://www.semanticscholar.org/ paper/
          <article-title>Using-Agent-Based-Technologies-to-Enhance-</article-title>
          <string-name>
            <surname>Learning-</surname>
          </string-name>
          Tumenayu-Shabalina/
          <year>5f9978c91d569def7bc1eb519ddd8afcd989a838</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28]
          <string-name>
            <given-names>J.</given-names>
            <surname>Schellekens</surname>
          </string-name>
          , Learn to machine learng - 7
          <source>free games that teach artificial intelligence</source>
          ,
          <year>2020</year>
          . URL: https://tinyurl.com/ycn56dpy.
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          [29]
          <string-name>
            <given-names>K.</given-names>
            <surname>Osadcha</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Osadchyi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Kruglyk</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            <surname>Spirin</surname>
          </string-name>
          ,
          <article-title>Modeling of the adaptive system of individualization and personalization of future specialists' professional training in the conditions of blended learning</article-title>
          ,
          <source>CEUR Workshop Proceedings</source>
          (
          <year>2021</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          [30]
          <string-name>
            <given-names>M. V.</given-names>
            <surname>Marienko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y. H.</given-names>
            <surname>Nosenko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. P.</given-names>
            <surname>Shyshkina</surname>
          </string-name>
          ,
          <article-title>Personalization of learning using adaptive technologies and augmented reality</article-title>
          ,
          <source>CEUR Workshop Proceedings</source>
          <volume>2731</volume>
          (
          <year>2020</year>
          )
          <fpage>341</fpage>
          -
          <lpage>356</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          [31]
          <string-name>
            <given-names>P.</given-names>
            <surname>Sajjadi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Van Broeckhoven</surname>
          </string-name>
          ,
          <string-name>
            <surname>O. De Troyer</surname>
          </string-name>
          ,
          <article-title>Dynamically adaptive educational games: A new perspective</article-title>
          , in: S. Göbel, J. Wiemeyer (Eds.),
          <source>Games for Training, Education, Health and Sports</source>
          , Springer International Publishing, Cham,
          <year>2014</year>
          , pp.
          <fpage>71</fpage>
          -
          <lpage>76</lpage>
          . doi:
          <volume>10</volume>
          . 1007/978-3-
          <fpage>319</fpage>
          -05972-
          <issue>3</issue>
          _
          <fpage>8</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          [32]
          <string-name>
            <given-names>B.</given-names>
            <surname>Serhan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            <surname>Said</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Cheniti</surname>
          </string-name>
          ,
          <string-name>
            <surname>G.</surname>
          </string-name>
          <article-title>El Khayat, Personalization in serious games for assessment</article-title>
          ,
          <source>in: ICERI2019 Proceedings, 12th annual International Conference of Education, Research and Innovation, IATED</source>
          ,
          <year>2019</year>
          , pp.
          <fpage>4845</fpage>
          -
          <lpage>4852</lpage>
          . URL: http://dx.doi.org/10.21125/iceri.
          <year>2019</year>
          .
          <volume>1187</volume>
          . doi:
          <volume>10</volume>
          .21125/iceri.
          <year>2019</year>
          .
          <volume>1187</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          [33]
          <string-name>
            <given-names>C.</given-names>
            <surname>Mulwa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Lawless</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Sharp</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.</given-names>
            <surname>Arnedillo-Sanchez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Wade</surname>
          </string-name>
          ,
          <article-title>Adaptive educational hypermedia systems in technology enhanced learning: A literature review</article-title>
          ,
          <source>in: Proceedings of the 2010 ACM Conference on Information Technology Education</source>
          , SIGITE '10,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, NY, USA,
          <year>2010</year>
          , p.
          <fpage>73</fpage>
          -
          <lpage>84</lpage>
          . doi:
          <volume>10</volume>
          .1145/1867651.1867672.
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          [34]
          <string-name>
            <given-names>C.</given-names>
            <surname>López</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Tucker</surname>
          </string-name>
          ,
          <article-title>Toward personalized adaptive gamification: A machine learning model for predicting performance</article-title>
          ,
          <source>IEEE Transactions on Games</source>
          <volume>12</volume>
          (
          <year>2020</year>
          )
          <fpage>155</fpage>
          -
          <lpage>168</lpage>
          . doi:
          <volume>10</volume>
          . 1109/TG.
          <year>2018</year>
          .
          <volume>2883661</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          [35]
          <string-name>
            <given-names>J.</given-names>
            <surname>Zhu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Ontañón</surname>
          </string-name>
          ,
          <article-title>Player-centered ai for automatic game personalization: Open problems</article-title>
          , in: International Conference on the Foundations of Digital Games, FDG '20,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, NY, USA,
          <year>2020</year>
          , p.
          <fpage>6</fpage>
          . doi:
          <volume>10</volume>
          .1145/3402942.3402951.
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          [36]
          <string-name>
            <given-names>M. A.</given-names>
            <surname>Khenissi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Essalmi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Jemni</surname>
          </string-name>
          ,
          <article-title>Toward the personalization of learning games according to learning styles</article-title>
          ,
          <source>in: 2013 International Conference on Electrical Engineering and Software Applications</source>
          ,
          <year>2013</year>
          , pp.
          <fpage>1</fpage>
          -
          <lpage>6</lpage>
          . doi:
          <volume>10</volume>
          .1109/ICEESA.
          <year>2013</year>
          .
          <volume>6578433</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref37">
        <mixed-citation>
          [37]
          <string-name>
            <given-names>M.</given-names>
            <surname>Soflano</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T. M.</given-names>
            <surname>Connolly</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Hainey</surname>
          </string-name>
          ,
          <article-title>An application of adaptive games-based learning based on learning style to teach sql</article-title>
          ,
          <source>Comput. Educ</source>
          .
          <volume>86</volume>
          (
          <year>2015</year>
          )
          <fpage>192</fpage>
          -
          <lpage>211</lpage>
          . doi:
          <volume>10</volume>
          .1016/j. compedu.
          <year>2015</year>
          .
          <volume>03</volume>
          .015.
        </mixed-citation>
      </ref>
      <ref id="ref38">
        <mixed-citation>
          [38]
          <string-name>
            <given-names>D.</given-names>
            <surname>Hooshyar</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Malva</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Yang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Pedaste</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Wang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Lim</surname>
          </string-name>
          ,
          <article-title>An adaptive educational computer game: Efects on students' knowledge and learning attitude in computational thinking</article-title>
          ,
          <source>Computers in Human Behavior</source>
          <volume>114</volume>
          (
          <year>2021</year>
          )
          <article-title>106575</article-title>
          . doi:
          <volume>10</volume>
          .1016/j.chb.
          <year>2020</year>
          .
          <volume>106575</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref39">
        <mixed-citation>
          [39]
          <string-name>
            <given-names>Y. Y.</given-names>
            <surname>Dyulicheva</surname>
          </string-name>
          ,
          <article-title>About the usage of the augmented reality technology in mathematics and physics learning</article-title>
          ,
          <source>Open Education</source>
          <volume>24</volume>
          (
          <year>2020</year>
          )
          <fpage>44</fpage>
          -
          <lpage>55</lpage>
          . doi:
          <volume>10</volume>
          .21686/ 1818-4243-2020-3-
          <fpage>44</fpage>
          -55.
        </mixed-citation>
      </ref>
      <ref id="ref40">
        <mixed-citation>
          [40]
          <string-name>
            <given-names>Y. Y.</given-names>
            <surname>Dyulicheva</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y. A.</given-names>
            <surname>Kosova</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. D.</given-names>
            <surname>Uchitel</surname>
          </string-name>
          ,
          <article-title>The augmented reality portal and hints usage for assisting individuals with autism spectrum disorder, anxiety and cognitive disorders</article-title>
          ,
          <source>CEUR Workshop Proceedings</source>
          <volume>2731</volume>
          (
          <year>2020</year>
          )
          <fpage>251</fpage>
          -
          <lpage>262</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref41">
        <mixed-citation>
          [41]
          <string-name>
            <given-names>T.</given-names>
            <surname>Drey</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Jansen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Fischbach</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Frommel</surname>
          </string-name>
          , E. Rukzio,
          <article-title>Towards progress assessment for adaptive hints in educational virtual reality games</article-title>
          ,
          <source>in: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, CHI EA '20</source>
          ,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, NY, USA,
          <year>2020</year>
          , p.
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          . doi:
          <volume>10</volume>
          .1145/3334480. 3382789.
        </mixed-citation>
      </ref>
      <ref id="ref42">
        <mixed-citation>
          [42]
          <string-name>
            <given-names>I.</given-names>
            <surname>Afyouni</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Murad</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Einea</surname>
          </string-name>
          ,
          <article-title>Adaptive rehabilitation bots in serious games</article-title>
          ,
          <source>Sensors</source>
          <volume>20</volume>
          (
          <year>2020</year>
          ). URL: https://www.mdpi.com/1424-8220/20/24/7037. doi:
          <volume>10</volume>
          .3390/s20247037.
        </mixed-citation>
      </ref>
      <ref id="ref43">
        <mixed-citation>
          [43]
          <string-name>
            <surname>J. M. Cerqueira</surname>
            ,
            <given-names>J. M.</given-names>
          </string-name>
          <string-name>
            <surname>Moura</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          <string-name>
            <surname>Sylla</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <string-name>
            <surname>Ferreira</surname>
          </string-name>
          , An Augmented Reality Mathematics Serious Game, in: R.
          <string-name>
            <surname>Queirós</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          <string-name>
            <surname>Portela</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          <string-name>
            <surname>Pinto</surname>
            ,
            <given-names>A</given-names>
          </string-name>
          . Simões (Eds.),
          <source>First International Computer Programming Education Conference (ICPEC</source>
          <year>2020</year>
          ), volume
          <volume>81</volume>
          of OpenAccess Series in Informatics (OASIcs),
          <source>Schloss Dagstuhl-Leibniz-Zentrum für Informatik</source>
          , Dagstuhl, Germany,
          <year>2020</year>
          , pp.
          <volume>6</volume>
          :
          <fpage>1</fpage>
          -
          <issue>6</issue>
          :
          <fpage>8</fpage>
          . URL: https://drops.dagstuhl.de/opus/volltexte/2020/12293. doi:
          <volume>10</volume>
          .4230/OASIcs.ICPEC.
          <year>2020</year>
          .
          <volume>6</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref44">
        <mixed-citation>
          [44]
          <string-name>
            <surname>M. M. Zarzuela</surname>
            ,
            <given-names>F. J. D.</given-names>
          </string-name>
          <string-name>
            <surname>Pernas</surname>
            ,
            <given-names>L. B.</given-names>
          </string-name>
          <string-name>
            <surname>Martínez</surname>
            ,
            <given-names>D. G.</given-names>
          </string-name>
          <string-name>
            <surname>Ortega</surname>
            ,
            <given-names>M. A.</given-names>
          </string-name>
          <string-name>
            <surname>Rodríguez</surname>
          </string-name>
          ,
          <article-title>Mobile serious game using augmented reality for supporting children's learning about animals</article-title>
          ,
          <source>Procedia Computer Science</source>
          <volume>25</volume>
          (
          <year>2013</year>
          )
          <fpage>375</fpage>
          -
          <lpage>381</lpage>
          . doi:
          <volume>10</volume>
          .1016/j.procs.
          <year>2013</year>
          .
          <volume>11</volume>
          .046, 2013 International Conference on Virtual and Augmented Reality in Education.
        </mixed-citation>
      </ref>
      <ref id="ref45">
        <mixed-citation>
          [45]
          <string-name>
            <given-names>V. S.</given-names>
            <surname>Kuznetsov</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. V.</given-names>
            <surname>Moiseienko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N. V.</given-names>
            <surname>Moiseienko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B. A.</given-names>
            <surname>Rostalny</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. E.</given-names>
            <surname>Kiv</surname>
          </string-name>
          ,
          <article-title>Using Unity to teach game development</article-title>
          , in: S.
          <string-name>
            <surname>Semerikov</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          <string-name>
            <surname>Osadchyi</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          Kuzminska (Eds.),
          <source>Proceedings of the Symposium on Advances in Educational Technology, AET 2020</source>
          , University of Educational Management, SciTePress, Kyiv,
          <year>2022</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref46">
        <mixed-citation>
          [46]
          <string-name>
            <given-names>L. A.</given-names>
            <surname>Annetta</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. R.</given-names>
            <surname>Murray</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S. G.</given-names>
            <surname>Laird</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S. C.</given-names>
            <surname>Bohr</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. C.</given-names>
            <surname>Park</surname>
          </string-name>
          , Serious games:
          <article-title>Incorporating video games in the classroom, Educause REview (</article-title>
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref47">
        <mixed-citation>
          [47]
          <string-name>
            <given-names>M.</given-names>
            <surname>Carbonaro</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Cutumisu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Duf</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Gillis</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Onuczko</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Schaefer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Schumacher</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Siegel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Szafron</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Waugh</surname>
          </string-name>
          ,
          <article-title>Adapting a commercial role-playing game for educational computer game production</article-title>
          ,
          <source>in: 2nd International North-American Conference on Intelligent Games and Simulation, Game-On 'NA</source>
          <year>2006</year>
          , volume
          <volume>13</volume>
          ,
          <year>2006</year>
          . URL: https://webdocs.cs.ualberta.ca/~jonathan/publications/ai_publications/gameon06.pdf.
        </mixed-citation>
      </ref>
      <ref id="ref48">
        <mixed-citation>
          [48]
          <string-name>
            <given-names>P.</given-names>
            <surname>Spronck</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ponsen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.</given-names>
            <surname>Sprinkhuizen-Kuyper</surname>
          </string-name>
          , E. Postma,
          <article-title>Adaptive game AI with dynamic scripting</article-title>
          ,
          <source>Machine Learning</source>
          <volume>63</volume>
          (
          <year>2006</year>
          )
          <fpage>217</fpage>
          -
          <lpage>248</lpage>
          . doi:
          <volume>10</volume>
          .1007/s10994-006-6205-6.
        </mixed-citation>
      </ref>
      <ref id="ref49">
        <mixed-citation>
          [49]
          <fpage>eCraft2Learn</fpage>
          ,
          <article-title>Enabling children and beginning programmers to build AI programs</article-title>
          ,
          <year>2021</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>