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Production and deployment of educational videogames as assessable learning objects
- First European Conference on Technology Enhanced Learning (ECTEL 2006), Lecture Notes in Computer Science
, 2006
"... Abstract. The generalization of game-based Learning Objects as serious learning material requires their integration into pre-existing e-learning infrastructure (systems and courses) and the inclusion of gameplay-aware assessment procedures. In this paper, we propose an approach to the production and ..."
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Cited by 12 (9 self)
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Abstract. The generalization of game-based Learning Objects as serious learning material requires their integration into pre-existing e-learning infrastructure (systems and courses) and the inclusion of gameplay-aware assessment procedures. In this paper, we propose an approach to the production and development of educational graphic adventure videogames that can be deployed as normal Learning Objects in a Learning Management System. The deployment is carried out using a game engine that includes a built-in assessment mechanism that can trace and report the activities of the learner while playing the game.
Massive Multiplayer Online Gaming: A Research Framework for Military Education and Training
, 2005
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Language-Driven Development of Videogames: The Experience
- In 5th International Conference in Entertainment Computing (ICEC
, 2006
"... Abstract. In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the language and its operational semantics. Nex ..."
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Cited by 6 (5 self)
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Abstract. In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the language and its operational semantics. Next an engine supporting the language is built. Finally games are built using the customized language and they are executed using the engine. This approach is exemplified with the <e-Game> project, which delivers the design of a language and the construction of an engine for the documental development of graphical adventure videogames with educational purposes. 1.
Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations
"... Abstract. Traditionally, medical education has used live patients to teach medical procedures. This carries a significant risk to patients. As learning technology advances, the early integration of computer-aided medical simulations into medical training before patient contact is becoming an ethical ..."
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Cited by 4 (4 self)
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Abstract. Traditionally, medical education has used live patients to teach medical procedures. This carries a significant risk to patients. As learning technology advances, the early integration of computer-aided medical simulations into medical training before patient contact is becoming an ethical imperative, yet development costs are constraining. In this paper, we describe the use of a gaming engine to create rapidly a game-like interactive simulation for medical training at a low cost. Our process model, driven by the simulation storyboard provided by the instructors, allows for easy simulation refinements and permits an early evaluation of the educational outcome. We also describe its initial integration into the existing matrix of low-tech simulation (procedures practiced on mannequins) and an educational platform (e-learning system) used to support and track novice physicians within a large academic training center.
Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming
- Educational Technology & Society
, 2009
"... Draft version. Please visit ..."
Educational game models: conceptualization and evaluation
- South African Journal of Higher Education
, 2003
"... The relationship between educational theories, game design and game development are used to develop models for the creation of complex learning environments. The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining Mod ..."
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Cited by 2 (0 self)
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The relationship between educational theories, game design and game development are used to develop models for the creation of complex learning environments. The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining Model (POM) and the Game Achievement Model (GAM). POM provides researchers with a means to more easily match software development with the intended audience and expected outcomes. The concrete GOM interfaces are realized in GAM which provides a convenient way to develop and document educational games. These models were developed to better understand the relationships between story, play and learning. Both qualitative data collected from group workshops and qualitative data obtained from interviews with people closely associated with the game design process were used to evaluate GAM. Results indicate that GAM is an efficient, well conceptualised and supportive model that can easily contribute to successful development and writing of stories for complex learning environments.
A Game-Based Adaptive Unit of Learning with IMS Learning Design and
"... Abstract. In this paper we illustrate how to conceive, implement and play adaptive Units of Learning (UoLs) that embed educational videogames. For this purpose we describe The Art & Craft of chocolate UoL, with the game Paniel and the chocolate-based sauce adventure as a key feature. The UoL include ..."
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Cited by 2 (0 self)
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Abstract. In this paper we illustrate how to conceive, implement and play adaptive Units of Learning (UoLs) that embed educational videogames. For this purpose we describe The Art & Craft of chocolate UoL, with the game Paniel and the chocolate-based sauce adventure as a key feature. The UoL includes a pre-test whose outcome is used to adapt the game. The UoL also assesses the learning process using an in-game exam. This UoL has been modeled using IMS Learning Design (LD), and the embedded game has been developed using the <e-Adventure> educational game engine. This UoL may be deployed in any LD-compliant environment, although some of the features like the adaptation of the game or automatic assessment require special plug-ins that enable the communication between the environment and the <e-Adventure> engine. These plug-ins have been developed as an open-source modification of the SLeD player.
Evolution of intelligence
- Brain, Behavior and Evolution
, 1980
"... Abstract: In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. ..."
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Cited by 1 (0 self)
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Abstract: In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content to adapt the learning experience to the preferences of the student. In the second approach, the game engine supports the entire adaptation cycle, simply using IMS LD as a delivery mechanism for the packages containing the games. The learner profile is used to adapt the game, and the activity within the game is used to adjust the profile. Finally, the third approach stands between the other two, using IMS LD to model the general adaptation guidelines and then refining the adaptation inside the games. We illustrate these approaches with the <e-Adventure> educational game engine, which includes the mechanisms required to support these adaptation cycles.
Development of educational videogames in m-Learning contexts
"... The educational gaming field is rapidly growing both in acceptance and variety. Within this variety, the technological evolution of wireless/handheld (W/H) computing devices is opening new possibilities in the so called mobile learning (m-learning). M-learning opens new learning opportunities, but d ..."
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Cited by 1 (1 self)
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The educational gaming field is rapidly growing both in acceptance and variety. Within this variety, the technological evolution of wireless/handheld (W/H) computing devices is opening new possibilities in the so called mobile learning (m-learning). M-learning opens new learning opportunities, but due to the special characteristics of these devices (such as their reduced computing power or the size of the display), some design considerations must be taken into account when creating the games. This project explores both the potential advantages obtained through the mlearning educational videogames and the technological challenges that must be faced in the process. In order to illustrate the challenges, we analyze the process of adapting an existing gamebased learning platform (<e-Adventure>) for its use in a mobile environment and discuss how the adapted platform makes it easier to develop m-learning educational videogames. 1.

