Felder-Silverman Learning Styles in Educational Games

Type of Thesis: 
Master Thesis

Among various learning styles theories, one of the most researched and verified ones is the Felder Silverman model [1]. In this model people are classified as having preferences for one category or the other in each of the following four dimensions of perception (sensitive, intuitive), processing (active, reflective), input (visual, verbal) and understanding (sequential, global). Although this model is well researched and its implications have been observed in e-learning environments, little has been done with its relation to games [4].

Considering the mentioned, the goal of this thesis is to investigate the applicability of Felder-Silverman model in educational games. More in particular investigating if educational games will be more effective if adapted to the learning style preferences of the learner-player.

A first step could be to develop a game where players can be offered input in two different ways: visual and verbal, and measure the preference and game play experience of the players in this game. Furthermore, the existence of a correlation between this preference and the players learning style measured using the ILS questionnaire[1] can be investigated. Next steps could be to crate similar experiments for the other dimension and combinations of dimensions of the Felder Silverman model.

 In addition, there are numerous attempts on integrating this learning style with e-learning systems, and thus considerable number of guidelines [2] [3] for doing so. Therefore, an additional goal in this research is to investigate these guidelines and their applicability in educational games in terms of their interpretation into game mechanics and game design strategies.

1.       Felder, Richard M., and Linda K. Silverman. "Learning and teaching styles in engineering education." Engineering education 78.7 (1988): 674-681.

2.       Feldman, Juan, Ariel Monteserin, and Analía Amandi. "Detecting students' perception style by using games." Computers & Education 71 (2014): 14-22.

3.       Franzoni, Ana Lidia, et al. "Student learning styles adaptation method based on teaching strategies and electronic media." Advanced Learning Technologies, 2008. ICALT'08. Eighth IEEE International Conference on. IEEE, 2008.

4.       Hwang, Gwo-Jen, et al. "Development of a personalized educational computer game based on students’ learning styles." Educational Technology Research and Development 60.4 (2012): 623-638.

Background Knowledge: 
  • Good programming skills
  • Theory of learning styles
  • Game design
  • Good research skills
Technical challenges: 

 

  • Conducting an interdisciplinary research
  • Design and implementation of an adaptive educational game
Contact: 
Olga De Troyer
Contact: 
Pejman Sajjadi
Academic Year: 
2014-2015