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Full Lifecycle Architecture for Serious Games: Integrating Game Learning Analytics and a Game Authoring Tool

机译:严重游戏的全生活架构:集成游戏学习分析和游戏创作工具

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The engaging and goal-oriented nature of serious games has been proven to increase student motivation. Games also allow learning assessment in a non-intrusive fashion. To increase adoption of serious games, their full life-cycle, including design, development, validation, deployment and iterative refinement must be made as simple and transparent as possible. Currently serious games impact analysis and validation is done on a case-by-case basis. In this paper, we describe a generic architecture that integrates a game authoring tool, uAdventure, with a standards-based Game Learning Analytics framework, providing a holistic approach to bring together development, validation, and analytics, that allows a systematic analysis and validation of serious games impact. This architecture allows game developers, teachers and students access to different analyses with minimal setup; and improves game development and evaluation by supporting an evidence-based approach to assess both games and learning. This system is currently being extended and used in two EU H2020 serious games projects.
机译:已经证明了严肃游戏的吸引力和目标导向性质以增加学生的动机。游戏还允许以非侵入性的方式进行学习评估。为了增加采用严重游戏,他们的全部生命周期,包括设计,开发,验证,部署和迭代细化必须尽可能简单透明。目前严重的游戏影响分析和验证是根据案例的方式完成的。在本文中,我们描述了一个通用的架构,集成了一个基于标准的游戏学习分析框架,提供了一种基于标准的游戏创作工具,提供了一种整体方法,以实现发展,验证和分析,允许系统的分析和验证严重的比赛影响。这种体系结构允许游戏开发人员,教师和学生使用最小的设置来访问不同的分析;通过支持基于证据的方法来评估游戏和学习来提高游戏开发和评估。该系统目前正在扩展,并用于两个欧盟H2020严重游戏项目。

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