2017
DOI: 10.1007/s00779-017-1063-8
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Integration scenarios of virtual worlds in learning management systems using the MULTIS approach

Abstract: Abstract-This work further clarifies how the MULTIS architecture can be used for integration of virtual worlds in Learning Management Systems (LMS) for organizational management of e-learning activities, as an extension to a previous work published in the proceedings of VEAI 2016. Current LMS provide minimal support for educational use in an organizational context, and other integration efforts assume educators are inside the virtual world, accessing the LMS as an external service. Our approach enables educato… Show more

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Cited by 4 publications
(1 citation statement)
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“…These aspects have been the subject of some efforts, such as the SLOODLE project (Kemp & Livingstone, 2006), which enables access to the Moodle learning management system (LMS) from within Second Life or OpenSimulator, or the MULTIS architecture (Morgado et al, 2017), which puts forward a method for LMS interoperability with serious games and virtual worlds. Silva et al (2014) propose defining multi-character choreographies in a platform-independent way so that can be reused in different environments and Maderer et al (2013) propose adjusting immersive tasks automatically according to a learner's knowledge or skill level, but these are still early contributions.…”
Section: Challenge Category 1: Making the Technology Available To Edumentioning
confidence: 99%
“…These aspects have been the subject of some efforts, such as the SLOODLE project (Kemp & Livingstone, 2006), which enables access to the Moodle learning management system (LMS) from within Second Life or OpenSimulator, or the MULTIS architecture (Morgado et al, 2017), which puts forward a method for LMS interoperability with serious games and virtual worlds. Silva et al (2014) propose defining multi-character choreographies in a platform-independent way so that can be reused in different environments and Maderer et al (2013) propose adjusting immersive tasks automatically according to a learner's knowledge or skill level, but these are still early contributions.…”
Section: Challenge Category 1: Making the Technology Available To Edumentioning
confidence: 99%