
Therefore, we will discuss methods and techniques 
used in this field.  
REFERENCES 
Bouvier, P., Lavoué, É., Sehaba, K., George, S., 2013a. 
Identifying Learner’s Engagement in Learning Games: 
a Qualitative Approach based on Learner’s Traces of 
Interaction.  Proceedings of 5th International 
Conference on Computer Supported Education 
(CSEDU 2013), Aachen, Germany, 6-8 May. 
Bouvier, P., Sehaba, K., Lavoue, E., George, S., 2013b. 
Using Traces to Qualify Learner’s Engagement in 
Game-Based Learning. Proceedings of 13th 
International Conference onAdvanced Learning 
Technologies, Pages 432 - 436. 
Champagnat, R., Delmas, G., Augeraud, M., 2010. A 
storytelling model for educational games: Hero's 
interactive journey. Journal International Journal of 
Technology Enhanced Learning archive Volume 2 
Issue 1/2, Pages 4-20. 
Conati, C., Maclaren, H., 2009. Empirically building and 
evaluating a probabilistic model of user affect. User 
Modeling and User-Adapted Interaction 19 (3), pp. 
267–303. 
Conlan, O., Hampson, C., Peirce, N., Kickmeier-Rust, M., 
2009. Realtime Knowledge Space Skill Assessment 
for Personalized Digital Educational Games. 
Proceedings of the Ninth IEEE International 
Conference on Advanced Learning Technologies, 
Pages 538-542. 
Fu, F. L., Su, R. C., Yu, S. C., 2009. EGameFlow: A scale 
to measure learners’ enjoyment of e-learning games. 
Computers & Education 52, pp. 101–112. 
Genaro, R. M., David, B., Sara, D., 2008. A Model of 
Motivation for Virtual-Worlds Avatars. Proceeding 
IVA '08 Proceedings of the 8th international 
conference on Intelligent Virtual Agents, Pages 535-
536. 
Genaro, R. M., Sara, D., Alma, R. G. G., 2009. A Model 
of Motivation Based on Empathy for AI- Driven 
Avatars in Virtual Worlds. Proceedings of the 2009 
Conference in Games and Virtual Worlds for Serious 
Applications, Pages 5-11. 
Hou, H. T., 2012. Exploring the behavioral patterns of 
learners in an educational massively multiple online 
role-playing game (MMORPG). Computers & 
Education 58, pp. 1225–1233. 
Jimenez, C. O. S., Mesa, H. G. A., Rebolledo-Mendez, G., 
de Freitas, S., 2011. Classification of cognitive states 
of attention and relaxation using supervised learning 
algorithms.  Proceedings of the IEEE International 
Games Innovation Conference IGIC, Pages: 31-34. 
Khenissi, M. A., Essalmi, F., Jemni, M., 2013a. 
Presentation of a Learning Game for Programming 
Languages Education. Proceedings of 13th IEEE 
International Conference on Advanced Learning 
Technologies, July 15-18, 2013, Beijing, China, Pages
 324-326. 
Khenissi, M. A., Essalmi, F., Jemni, M., 2013b. Toward 
the personalization of learning games according to 
learning styles. Proceedings of the international 
Conference on Electrical Engineering and Software 
Applications (ICEESA), March, 21-23, 2013 
Hammamet, Tunisia, Pages.1-6. 
Khenissi, M. A., Essalmi, F., Jemni, M., 2013c. A 
Learning version of Pacman Game. Proceedings of the 
Fourth IEEE International Conference On 
Information and Communication Technology and 
Accessibility (ICTA), October, 24-26, 2013, 
Hammamet, Tunisia. 
Khenissi, M. A., Essalmi, F., Jemni, M., 2014. 
Comparison between serious games and learning 
version of existing games. Proceedings of the 6th 
World Conference on Educational Sciences. 06-09 
February 2014, Malta, in press. 
Kopeinik, S., Nussbaumer, A., Bedek, M., Albert, D., 
2012, Using CbKST for Learning Path 
Recommendation in Game-based Learning, 
Proceedings of the 20th International Conference on 
Computers in Education, November, 26-30,  2012, 
Singapore. 
Mark, L., 2012. Identification OF Cognitive Traits 
Through Game Method. Master of Science In 
Information Systems. Athabasca University. 
Moreno-Ger, P., Burgos, D., Sierra, J. L., Fernández-
Manjón, B, 2008. Educational game design for online 
education.  Computers in Human Behavior, 24, pp. 
2530-2540. 
Pablo, M. G., Pilar, S. T., Iván, M. O., José, L. S., 
Baltasar, F. M., 2007. Adaptive units of learning and 
educational videogames. Journal of Interactive Media 
in Education, Pages 1-15. 
Pablo, M. Ger., Daniel, B., Javier, T., 2009. Digital games 
in e-Learning environments: current uses and 
emerging trends. Simulation & Gaming 40 (5), Pages 
669-687. 
Peters, C., Asteriadis, S., Rebolledo-Mendez, G., 2009.  
Modelling user attention for human-agent interaction.  
Proceedings of the 10th Workshop on Image Analysis 
for Multimedia Interactive Services, Pages 266-269. 
Pourabdollahian, B., Taisch, M., Kerga, E., 2012. Serious 
Games in Manufacturing Education: Evaluation of 
Learners’ Engagement, Proceedings of the 4th 
International Conference on Games and Virtual 
Worlds for Serious Applications. Procedia Computer 
Science. Volume 15, Pages 256–265. 
Stathacopoulou, R.,  Grigoriadou, M., Samarakou, M., 
Mitropoulos, D.,2007. Monitoring students' actions 
and using teachers' expertise in implementing and 
evaluating the neural network-based fuzzy diagnostic 
model. Expert Systems with Applications. Volume 32, 
Issue 4, May 2007, Pages 955–975. 
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
152