首页> 外文会议>2018 IEEE Global Engineering Education Conference >Opportunities and challenges of mobile location-based games in education: Exploring the integration of authoring and analytics tools
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Opportunities and challenges of mobile location-based games in education: Exploring the integration of authoring and analytics tools

机译:移动基于位置的游戏在教育中的机遇和挑战:探索创作和分析工具的集成

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Mobile technology is becoming an integral part of student's life. The new mobile landscape shifts the educational ground demanding for innovative ways to create games for educational purposes. Location-based games provide new opportunities for effective learning in authentic environments. On the other hand, this game genre poses new challenges to educational practitioners that are closely related to technological advances and established pedagogical practices. The aim of this study is to investigate on the limitations and challenges of authoring tools regarding the support of new trends and standards. In the first place, we explore educational scenarios implemented in the form of location-based games and a general conceptual model that comprises common game elements is formulated. Secondly, two typical authoring tools that actively support location-based experiences and games are presented with a critical view with regard to the model presented. Finally, we draw conclusions in order to inform the design of next generation authoring tools. The platforms have been used successfully in educational settings by non-technical educational practitioners, however they miss the opportunity arising from integrating current trends and emerging standards focused on increasing learning technologies interoperability. Such trends afford game-learning analytics as the next generation move and new ways of integrating authoring and analytics tools need to be explored in order to make educational games even more impactful.
机译:移动技术正在成为学生生​​活中不可或缺的一部分。新的移动格局改变了教育领域,要求创新的方式来创建教育性游戏。基于位置的游戏为在真实环境中进行有效学习提供了新的机会。另一方面,这种游戏类型对与技术进步和既定的教学实践密切相关的教育从业者提出了新的挑战。这项研究的目的是调查有关支持新趋势和新标准的创作工具的局限性和挑战。首先,我们探索以基于位置的游戏的形式实施的教育场景,并制定了包含常见游戏元素的一般概念模型。其次,展示了两种典型的创作工具,它们积极地支持基于位置的体验和游戏,并对所呈现的模型持批判性观点。最后,我们得出结论,以便为下一代创作工具的设计提供参考。该平台已被非技术教育从业者成功地用于教育环境,但是他们却错过了整合当前趋势和新兴标准(旨在提高学习技术的互操作性)所带来的机遇。随着下一代技术的发展,这种趋势提供了游戏学习分析,并且需要探索整合创作和分析工具的新方法,以使教育游戏更具影响力。

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