An RL‐Driven Adaptive Game Approach to Support Cultural Heritage Learning.

Background Study: Serious games for cultural heritage offer opportunities for enhancement, particularly in user experience and educational impact. This paper presents a Reinforcement Learning (RL)‐driven adaptive approach to support CH learning through a graphic adventure game. Objectives: The propo...

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Publicado en:Journal of Computer Assisted Learning Vol. 42; no. 1; pp. 1 - 16
Autores principales: Tsita, Christina, Gogos, Christos, Dimitriou, Nikolaos, Tzovaras, Dimitrios, Satratzemi, Maya
Formato: equations & formulas pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Feb2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Feb2026
      vid: 42
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.70156
        191181609
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        atl: An RL‐Driven Adaptive Game Approach to Support Cultural Heritage Learning.
      aug:
        au:
          Tsita, Christina
          Gogos, Christos
          Dimitriou, Nikolaos
          Tzovaras, Dimitrios
          Satratzemi, Maya
        affil: Department of Applied Informatics, University of Macedonia, Thessaloniki, Greece
      sug:
        subj:
          Learning Methods
          Gamification
          Machine Learning Algorithms
          Educational Technology
          Computer-Assisted Instruction
          Support, Psychosocial
          Culture
          Human
          Funding Source
          Learning Environment
          Conceptual Framework
          Video Games
          Experiential Learning
      ab: Background Study: Serious games for cultural heritage offer opportunities for enhancement, particularly in user experience and educational impact. This paper presents a Reinforcement Learning (RL)‐driven adaptive approach to support CH learning through a graphic adventure game. Objectives: The proposed solution integrates an artificial intelligence service based on the Expected State‐Action‐Reward‐State‐Action (SARSA) algorithm to provide dynamic, timely, and personalised in‐game support. This service adjusts the Level of Detail (LoD) in the assistance offered to players, promoting an engaging learning experience tailored to individual needs and pacing. Methods: The educational game, ForumSG, reconstructs the Roman Forum of Thessaloniki, offering exploratory learning within a 3D virtual environment. An in‐game activity—the lost‐wax method of coin production—was used to evaluate the adaptive service with both simulated and real users. The game collects user behavior data and uses the RL service to determine when and how to provide support, for an optimal balance between challenge and skill. Results: Experimental testing with synthetic users showed that the Expected SARSA agent successfully learned behaviorally consistent action‐selection policies, favouring lower LoD in uniform‐probability settings and higher LoD in more complex states, driven by reward function and transition efficiency. A preliminary pilot assessment with real users validated the functionality of the RL system. The game was well received, with participants appreciating the timely and supportive guidance, exploratory nature of the experience and its cognitive engagement. Conclusion: This work contributes to the field by combining pedagogical, museological, and technological design principles in Cultural Heritage Serious Games. The developed RL architecture is lightweight compared to deep learning methods, allowing for easy integration into other educational games, and providing a foundation for scalable, personalised CH learning systems.
      pubtype: Academic Journal
      doctype:
        equations & formulas
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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