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Sökning: WFRF:(Arnab Sylvester)

  • Resultat 1-5 av 5
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1.
  • Arnab, Sylvester, et al. (författare)
  • A Conceptual Model Towards the Scaffolding of Learning Experience
  • 2015. - 1
  • Ingår i: Games and Learning Alliance. - Cham : Springer. - 9783319229591 - 9783319229607 ; , s. 83-96
  • Bokkapitel (refereegranskat)abstract
    • The challenge of delivering personalized learning experiences is amplified by the size of classrooms and of online learning communities. In turn, serious games are increasingly recognized for their potential to improve education, but a typical requirement from instructors is to gain insight into how the students are playing. When we bring games into the rapidly growing online learning communities, the challenges multiply and hinder the potential effectiveness of serious games. There is a need to deliver a comprehensive, flexible and intelligent learning framework that facilitates better understanding of learners’ knowledge, effective assessment of their progress and continuous evaluation and optimization of the environments in which they learn. This paper aims to explore the potential in the use of games and learning analytics towards scaffolding and supporting teaching and learning experience. The conceptual model discussed aims to highlight key considerations that may advance the current state of learning analytics, adaptive learning and serious games, by leveraging serious games as an ideal medium for gathering data and performing adaptations. This opportunity has the potential to affect the design and deployment of education and training in the future.
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2.
  • Baalsrud Hauge, Jannicke Madeleine, et al. (författare)
  • Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods
  • 2015
  • Ingår i: International Journal of Serious Games. - : Serious Games Society. - 2384-8766. ; 2:1, s. 29-44
  • Tidskriftsartikel (refereegranskat)abstract
    • The challenge of delivering personalized learning experiences is often increased by the size of classrooms and online learning communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, the issues related to their development and their level of effectiveness can be seriously affected when brought too rapidly into growing online learning communities. Deeper insights into how the students are playing is needed to deliver a comprehensive and intelligent learning framework that facilitates better understanding of learners' knowledge, effective assessment of their progress and continuous evaluation and optimization of the environments in which they learn. This paper discusses current SOTA and aims to explore the potential in the use of games and learning analytics towards scaffolding and supporting teaching and learning experience. The conceptual model (ecosystem and architecture) discussed in this paper aims to highlight the key considerations that may advance the current state of learning analytics, adaptive learning and SGs, by leveraging SGs as an suitable medium for gathering data and performing adaptations.
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3.
  • Hendrix, Maurice, et al. (författare)
  • Serious Games and E-Learning-Learning Standards : Towards an Integrated Experience
  • 2013
  • Ingår i: Journal of Advanced Distributed Learning Technology (JADLeT). - : Romania Advanced Distributed Learning Partnership Lab. - 2285-1070. ; 1:1, s. 9-20
  • Tidskriftsartikel (refereegranskat)abstract
    • Since the emergence of e-Learning-Learning systems, researchers have explored methods to increase their efficacy, and support a wider range of pedagogical approaches. Similarly, the concept of using Game Based Learning, taken commonly to refer to the use of digital games for education, has also been the subject of a substantial volume of research into their pedagogical design and impact. The popularisation of Game Based Learning has occurred in parallel with the establishment of E-Learning systems; however, questions remain on both technical and pedagogical levels as to how games can effectively be integrated into e-Learning systems. Games can differ substantially from other educational media when used as learning resources, as they may combine high-fidelity audio and video content and employ experiential, social, or exploratory pedagogies. Observing that games are not commonly designed to be included in E-Learning-Learning systems, and that most E-Learning-Learning standards at present do not specifically include affordances for Game Based Learning, this paper explores recent advances in standardisation of Game Based Learning descriptions, and their integration with ELearning- Learning standards.
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4.
  • Stefan, Antoniu, et al. (författare)
  • Story-Oriented Learning
  • 2019
  • Ingår i: NEW TECHNOLOGIES AND REDESIGNING LEARNING SPACES, VOL I. - : CAROL I NATL DEFENCE UNIV PUBLISHING HOUSE. ; , s. 30-38
  • Konferensbidrag (refereegranskat)abstract
    • In a game environment, narrative design is considered the art of combining gameplay and multimedia assets to create novel experiences that can entertain players and motivate them for longer periods. The use of narrative design in game-driven education has the potential to add an extra entertainment value to make learning more engaging. Narratives can give players insights into the game's world by providing helpful information to reinforce a certain gameplay feature. However, the development of interactive learning experiences necessitates a consistent effort that carefully blends content, gameplay and quality graphics. An easy-to-play game does not equate with an easy-to-create design and development process. Storytelling necessitates the ability to place the right data in a given learning context, meeting specific learning objectives, to tell a story in a compelling, and convincing way, in order to drive engagement. It is also important to take into account the positive impact of the involvement of the end-users in major decisions that affect consistently the structure of the game story or the communication with non-playing characters. Currently, the level of end-user involvement in the narrative flow remain limited. In this context, the Authoring Tools developed within the BEACONING project address these challenges and explore the positive impact that an end-user can have within a game-based learning setting by enabling them to become learning designers. This paper discusses the challenges associated with the creation of meaningful game narratives that can be implemented in learning settings and explores the roles of teachers and students as learning designers and the added-value generated.
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5.
  • Stefan, Ioana Andreea, et al. (författare)
  • Location-Based Metagames for Learning
  • 2018
  • Ingår i: Elearning Challenges and New Horizons, Vol 1. - : Carol I National Defence University Publishing House. ; , s. 234-241
  • Konferensbidrag (refereegranskat)abstract
    • Research argues that digital educational games have the potential to make learning more interesting and more effective, creating unmatched learner engagement. However, creating captivating game-based learning experiences remains challenging. Designing and developing games to support learning is still a costly and time-consuming experience that require a multitude of skills. An easy-to-play game does not equate with an easy-to-create design and development process. Creating game-based experiences is more complex than designing a linear lecture or a static online learning module. Moreover, game customization remains limited, making it difficult for teachers to adapt a game to specific learner needs and subjects. To address these challenges, the authors present the game authoring pipeline of the Beaconing Platform that enables the construction of location-based metagames by non-programmers. In the context of this work, a metagame is defined as the component that provides the overarching narrative experience for players. The paper describes the construction and implementation of two such metagames for two different cities - Targoviste, Romania and Coventry, UK. The location of the device is used to enhance the user experience and to customize the content that is made available to the learners. The metagames integrate quizzes into location-based challenges to create more flexible and more engaging learning experiences that blend virtual and real worlds. In these metagames, participants have to find a real world Point of Interest (POI), defined through GPS coordinates, or a series of them, through indirect clues and complete an activity (e.g. Minigame) there to further the narrative (or unlock the next clue/POI).
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