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</script>The customization of learning pathways based on competency profiles and game-based learning are increasingly being adopted by education stakeholders because of their potential to maximize the effectiveness of instruction. However, actual learning can vary among individuals, particularly according to specific needs (e.g., L2 speakers learners, students with dyslexia, hearing-impaired children, etc.). In this article, we first present GamesHUB, the pedagogical games platform for primary school pupils, integrating the creation of playful and personalized learning paths. Secondly, we address the issue of adaptive learning, according to the different pupils’ profiles, through the integration of pedagogical resources based on adaptive pathways in the framework of the European project PEAPL. We discuss the way these pathways are elaborated to get close to didactic sequences’ frames that are proposed for the ordinary classroom.
| citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 6 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
