Educational games are a specific group of games, where users are learning in addition to the gaming experience. The main aim of such games is to develop learning ability and help the learning. The performance could be improved by using feedback and responses of users.

Recently, video games are reactive and dynamic, they change according how the player interacts with them. The InnoLearn project investigates the unseen interactions of users hidden in their emotional and cognitive responses. We take input from psychological and behavioral reactions, and as an alternative, we can approximate cognitive states of players by using Brain Computer Interfaces. In neuro and biofeedback games the performance of players are optimized by a feedback.

In this project, we constructed a flexible framework with the aim to develop the interaction process between games and players. This interaction knows numerous forms, but our research focuses primarily on the reward and how we attempt to manipulate and modify the reward through the game.

Another impact on gaming society is the rapid evolution of mobile devices, the number of games increased rapidly over the past years and mobile gaming is part of our daily activities. Moreover, tablets are gaining popularity day by day, and they have been introduced in education as well. Our research focuses onthese devices and tablets are the primary platform of our designed framework.


How it works


The typical scenario of a session contains 5 parts.


1. Subjects are playing on their mobile device. During the gameplay the game communicates through predefined events with the framework.


2. The sensors are collecting data side by side with the gaming process. These sensors are attached directly to the mobile device in order to minimize the communication overhead. Mental activity and engagement level are typically measured by these devices.


3. These signals are preprocessed and feature analyzed considering the characteristics of the measurement.


4. A background process runs along with the evaluation process and it sends the acquired results to the server and saves them for further analysis.


5. After the evaluation process has ended, the framework provides the rewards. Furthermore, while subjects are playing with educational games, an expert is simultaneously present to check their development.

Subproject overview