Memory Enhancer Games: A General-purpose Game-based Intelligent Tutoring System

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Karen C. De Vera 1,* Victor Sherwin G. Galamgam 2 Frederick F. Patacsil 2

1. Calasiao Comprehensive National High School, Schools Division I Pangasinan, Lingayen, Philippines

2. School of Advanced Studies, Pangasinan State University, Urdaneta City, Pangasinan, Philippines

* Corresponding author.


Received: 1 Aug. 2023 / Revised: 17 Sep. 2023 / Accepted: 20 Oct. 2023 / Published: 8 Dec. 2023

Index Terms

Game-based Intelligent Tutoring System, Memory Enhancer Games, Drill and Practice, General-purpose GB-ITS


Students of today are exposed to technologies that are either educationally effective or distractive. Most of them are having a hard time learning in a traditional classroom setup, are easily distracted, and have difficulty remembering lessons just learned and prerequisite skills needed in learning new lessons. Game-Based Intelligent Tutoring System (GB-ITS) is a technology that provides an individualized learning experience based on student’s learning needs. GB-ITS mimics a teacher doing one-on-one teaching, also known as tutoring, which is more cost-efficient than human tutors. This study developed a general-purpose Memory Enhancer Games system, in a form of a GB-ITS. This study was conducted at Calasiao Comprehensive National High School, identified the game type that best enhances memory and the game features for this proposed system through a questionnaire by (9) ICT teacher respondents. The developed system in this study has undergone validity testing by (8) ICT teachers and professors from Schools Division I of Pangasinan, and of a University in Dagupan City, and acceptability testing by (100) senior high school students of Calasiao Comprehensive National High School, 1st semester of school year 2022-2023, using Likert scale to determine its appropriateness as an intelligent learning tool. The results of the game design questionnaire confirmed the studies of which elements were ideal for a GB-ITS, and both the validity and acceptability survey questionnaires with overall weighted means of 4.57 and 4.08, show that the system is a valid and acceptable intelligent learning tool. The developed MEG can also be of use for testing game features for educational effectiveness and can also contribute to any future study which will conduct to test whether a general-purpose GBL or GB-ITS model would compare; if won’t equal the effectiveness of GBLs designed for delivering specific contents or subjects.

Cite This Paper

Karen C. De Vera, Victor Sherwin G. Galamgam, Frederick F. Patacsil, "Memory Enhancer Games: A General-purpose Game-based Intelligent Tutoring System", International Journal of Intelligent Systems and Applications(IJISA), Vol.15, No.6, pp.9-24, 2023. DOI:10.5815/ijisa.2023.06.02


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