
 
2000). According to the research we can point out 
following important conclusions: 
1. Learning style, which characterizes the activist 
learner can be mapped and used with competitor or 
shooter style of gamer. Typical for gamers with that 
style are that they are open minded for new ideas 
and tend to experiment. They also like teamwork 
and prefer to be active. 
2. On the opposite of activist is theorist learning 
style. That learning style can be mapped in higher 
degree to logician style of gamer. In that case is 
valid logical thinking and step-by-step solution of 
the problems. 
3. Third learning style is known as reflector. 
That style can be mapped to gamers' style named 
dreamer in the classification above. Usually that 
style of gamer prefers to stay aside and to analyse 
problem from different birth-eye views.  
4. Last learning style we used is pragmatist. That 
style can be mapped to strategy games and 
corresponding gamers' style of strategist. 
Pragmatists tend to describe and conceptualize the 
things which can be applied to their work. 
5 CONCLUSION, LIMITATIONS 
AND FUTURE WORK 
So call serious games are already well proven mean 
for effective learning the entire life cycle of products 
and processes. Research in the area of gaming styles 
has been and continues to be undertaken in order to 
understand the relationship between a person’s 
gaming style and his or her preferred method of 
learning. 
As result in paper we achieved merging of 
learning style and gaming style through learning 
activities. The analysis and research will be used in 
two directions:  
  to choose appropriated game according learning 
style and  
  to adapt and transform learning content into 
game content. 
The limitation of this paper is that a complete 
user model that takes into account also learner 
preferences have not been built yet. Nevertheless, 
this research is a very important step toward 
building such a model.  
In our future work we will use this model to 
develop an application platform designed to create 
and run certain types of educational games focused 
on adaptive e-learning (Bontchev, 2010). Such 
games can help for example gaining practical 
experience in strategic manufacturing through 
intensive and fascinating gaming and e-learning. 
ACKNOWLEDGEMENTS 
Research is partially supported by the SISTER 
project, funded by the European Commission in 
FP7-SP4 Capacities via agreement no. 205030 and 
ADaptive technOlogy-enhanced Platform for 
eduTAinment (ADOPTA) project, started 01.2009, 
no. D002/155 funded by funded by the Bulgarian 
Ministry of Education and Science. 
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