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Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management System

机译:通过与学习内容管理系统集成,促进在严肃游戏中直观的引导学习

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an "intuitive-guided" method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.
机译:增加全球娱乐游戏的摄取有可能导致技术增强学习环境用户的接触和交互的高期望。作为距离或技术增强教育的一部分实施基于游戏学习的混合方法导致了他们可能带来的利益的示范,使学习者与沉浸式技术互动,作为更广泛,结构化的学习经历的一部分。在本文中,我们探讨了一个严重游戏的集成如何扩展到学习内容管理系统(LCMS),以支持混合和整体方法,称为“直观引导”方法。通过直观/互动,协作和情感系统(ALICE)项目在欧盟资助的自适应学习中进行了一项案例研究,展示了一个专有LCMS的游戏引擎的技术整合,在早期的工作中建立并展示了这种方法可能是如何意识到。特别地,考虑了这种方法可以支持直观引导的学习方法,从而探讨了探索非线性环境的潜力,而脚手架和混合提供了确保达到目标学习目标的指导。通过对32名意大利学校的32名学生的发达原型的评估,观察到学习者的各种反应,并与导师的积极接收相结合。该研究表明,挑战仍然在课堂环境中提供高保真含量,特别是在休闲和学校时代之间的技术可用性的增加。

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