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Underwood 58. : Changing minds: Computers, Learning and Literacy. MIT Press, Cambridge (2000) 59. : Regional Glucose Metabolic Changes After Learning Complex Visuospatial/Motor Task. Brain Research 570, 134–143 (1992) 60. : Problem-solving Transfer. , Calfee, R. ) Handbook of Educational Psychology. Macmillan, New York (1996) 61. : Mental Images and their Transformations. MIT Press, Cambridge (1982) 62. : Human Cognitive Abilities. Cambridge University Press, Cambridge (1993) 63. : Effects of Video Game Playing on Measures of Spatial Performance: Gender Effects in Late Adolescence.

Usability evaluation of digital games can employ a combination of empirical, analytic, and model-based methods [7]. While it is important to measure effectiveness and efficiency (ISO 9241) in terms of task completion rate and time, in the case of IDEGS, we find it extremely important to consider user satisfaction, motivation and learning progress that subsumes a range of User Experience (UX) attributes. There have been recent attempts to provide theories and frameworks for UX but a unified view on UX is still lacking [25], [26].

G. via test items). Micro-adaptivity or micro adaptive interventions are non-invasive, meaning that an overall narrative is not compromised and only affects the presentation of a specific LO or LeS. In contrast to existing approaches, which separate learner, domain and adaptation models, this framework is based on a holistic understanding as well as a formal ontological representation of interacting processes involved in active and dynamic learning processes (Figure 2). Cognitive Component Dynamic processes & interactions Motivational/ Emotional Component Narrative Component e t iv r r a i ne Na Eng e iv pt ne a i Ad ng E Game Environment Game Engine Fig.

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