2010
DOI: 10.4018/jdet.2010070101
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Integrating Adaptive Games in Student-Centered Virtual Learning Environments

Abstract: The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student’s needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students’ performance for assessment purposes, but integrating the games in the educational flow presents technical and practical challenges. Moreover, their eventual integration should be accomplished according to the current standa… Show more

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Cited by 16 publications
(12 citation statements)
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References 24 publications
(27 reference statements)
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“…This approach is characterised by innovative teaching methods aiming to promote learning in communication with teachers and other learners, taking students seriously as active participants in their own learning and fostering transferable skills such as problem-solving and critical/reflective thinking (Attard et al 2010). Greater integration of the student-centred learning approach with digital game-based learning (DGBL) may provide opportunities to both further improve learning and build upon students' information and communications technology (ICT) skills (Samaniego Erazo et al 2015;Del Blanco et al 2010). Arising from early pioneers such as Baltra (Baltra 1990), the use of digital video games may offer an effective method to deliver SCL techniques through the connections between DGBL principles such as player identity and SCL tenets such as deep learning and understanding inside and outside the classroom (Gee 2005;Lea et al 2003).…”
Section: Introductionmentioning
confidence: 99%
“…This approach is characterised by innovative teaching methods aiming to promote learning in communication with teachers and other learners, taking students seriously as active participants in their own learning and fostering transferable skills such as problem-solving and critical/reflective thinking (Attard et al 2010). Greater integration of the student-centred learning approach with digital game-based learning (DGBL) may provide opportunities to both further improve learning and build upon students' information and communications technology (ICT) skills (Samaniego Erazo et al 2015;Del Blanco et al 2010). Arising from early pioneers such as Baltra (Baltra 1990), the use of digital video games may offer an effective method to deliver SCL techniques through the connections between DGBL principles such as player identity and SCL tenets such as deep learning and understanding inside and outside the classroom (Gee 2005;Lea et al 2003).…”
Section: Introductionmentioning
confidence: 99%
“…Del Blanco et al [8] use a virtual learning environment game, based on SCORM, forming a connection to a Moodle LMS in the background. Similar to the approach described by Livingstone and Hollins [18], the game aspect takes the role of steering the occurrence of learning objects.…”
Section: E-learning Standards Applied In Gamesmentioning
confidence: 99%
“…Minović's game Learning Objects "slave" Börner's game [3] SCORM "master" del Blanco's eadventure games [8], [9] SCORM [8], IMS-LD [9] "slave" [8], "master" [9] The game design in [9] was done in IMS-LD but the implementation was using LAMS. SPITKOM game [28] LOD, SCORM and QTI "slave"…”
Section: Remarksmentioning
confidence: 99%
“…This platform includes an easy to-use editor to define the game elements and the script and a game engine to run the developed games. Moreover, the platform includes specific educational features such as assessment tasks and in-game adaptation mechanisms [105]. With regards to art assets, real environments can be recreated at a low cost using photos and videos instead of costly animations.…”
Section: The Eadventure Game Authoring Platform Can Simplify the Devementioning
confidence: 99%