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

被引:1
作者
Dunwell, Ian [1 ]
Lameras, Petros [1 ]
Petridis, Panagiotis [1 ]
Arnab, Sylvester [1 ]
de Freitas, Sara [2 ]
机构
[1] Coventry Univ, Serious Games Inst, Coventry, W Midlands, England
[2] Curtin Univ, Curtin Teaching & Learning, Perth, WA 6845, Australia
来源
2014 EIGHTH INTERNATIONAL CONFERENCE ON COMPLEX, INTELLIGENT AND SOFTWARE INTENSIVE SYSTEMS (CISIS), | 2014年
关键词
intuitive-guided learning; serious games; content management system; blended learning;
D O I
10.1109/CISIS.2014.37
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
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.
引用
收藏
页码:265 / 272
页数:8
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