The Experts below are selected from a list of 44775 Experts worldwide ranked by ideXlab platform
Eugenio J Marchiori - One of the best experts on this subject based on the ideXlab platform.
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A narrative metaphor to facilitate Educational Game authoring
Computers & Education, 2012Co-Authors: Eugenio J Marchiori, Javier Torrente, Ángel Del Blanco, Pablo Moreno-ger, Pilar Sancho, Baltasar Fernández-manjónAbstract:In this paper we present WEEV (Writing Environment for Educational Video Games), a methodology for Educational point-and-click adventure Game authoring. Our approach aims to allow educators to actively collaborate in the Educational Game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video Games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established platform for Educational Games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an Educational Game. The system, still under development, presents some user-interaction problems along with a need for the Educational effectiveness of the resulting Games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the Game creation process and that by using representations of Games that educators can understand, WEEV can help provide Educational value to Games.
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extensible multi platform Educational Game framework
International Conference on Web-Based Learning, 2011Co-Authors: Eugenio J Marchiori, Angel Serrano, Javier Torrente, N Martinezortiz, Baltasar FernAbstract:This paper presents an extensible multi-platform Educational Game framework. This new framework enhances the point-and-click adventure Game model used in a preexisting Educational Game framework (eAdventure) by extending it with new Game metaphors and interactions. These include mini-Games (e.g. puzzles, stories, word-Games) suited for a greater variety of subjects (e.g. math, history, science) that are configured through a plug-in architecture. Targeting multiple platforms allows for the transparent deployment and use of the developed Games in new mobile devices (e.g. tablets) and other systems of growing interest in the Educational community. Unifying these aspects into one platform is a challenging task because it must implement the appropriate balance between expressivity, Game production costs and possibilities to re-use successful Educational Game models. The basic adventure metaphor is used as a backbone to provide a strong narrative to drive Games and engage the students.
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ICWL - Extensible multi-platform Educational Game framework
Advances in Web-Based Learning - ICWL 2011, 2011Co-Authors: Eugenio J Marchiori, Angel Serrano, Javier Torrente, Baltasar Fern, N Martínez-ortiz, Ndez-manjónAbstract:This paper presents an extensible multi-platform Educational Game framework. This new framework enhances the point-and-click adventure Game model used in a preexisting Educational Game framework (eAdventure) by extending it with new Game metaphors and interactions. These include mini-Games (e.g. puzzles, stories, word-Games) suited for a greater variety of subjects (e.g. math, history, science) that are configured through a plug-in architecture. Targeting multiple platforms allows for the transparent deployment and use of the developed Games in new mobile devices (e.g. tablets) and other systems of growing interest in the Educational community. Unifying these aspects into one platform is a challenging task because it must implement the appropriate balance between expressivity, Game production costs and possibilities to re-use successful Educational Game models. The basic adventure metaphor is used as a backbone to provide a strong narrative to drive Games and engage the students.
Javier Torrente - One of the best experts on this subject based on the ideXlab platform.
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A narrative metaphor to facilitate Educational Game authoring
Computers & Education, 2012Co-Authors: Eugenio J Marchiori, Javier Torrente, Ángel Del Blanco, Pablo Moreno-ger, Pilar Sancho, Baltasar Fernández-manjónAbstract:In this paper we present WEEV (Writing Environment for Educational Video Games), a methodology for Educational point-and-click adventure Game authoring. Our approach aims to allow educators to actively collaborate in the Educational Game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video Games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established platform for Educational Games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an Educational Game. The system, still under development, presents some user-interaction problems along with a need for the Educational effectiveness of the resulting Games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the Game creation process and that by using representations of Games that educators can understand, WEEV can help provide Educational value to Games.
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extensible multi platform Educational Game framework
International Conference on Web-Based Learning, 2011Co-Authors: Eugenio J Marchiori, Angel Serrano, Javier Torrente, N Martinezortiz, Baltasar FernAbstract:This paper presents an extensible multi-platform Educational Game framework. This new framework enhances the point-and-click adventure Game model used in a preexisting Educational Game framework (eAdventure) by extending it with new Game metaphors and interactions. These include mini-Games (e.g. puzzles, stories, word-Games) suited for a greater variety of subjects (e.g. math, history, science) that are configured through a plug-in architecture. Targeting multiple platforms allows for the transparent deployment and use of the developed Games in new mobile devices (e.g. tablets) and other systems of growing interest in the Educational community. Unifying these aspects into one platform is a challenging task because it must implement the appropriate balance between expressivity, Game production costs and possibilities to re-use successful Educational Game models. The basic adventure metaphor is used as a backbone to provide a strong narrative to drive Games and engage the students.
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ICWL - Extensible multi-platform Educational Game framework
Advances in Web-Based Learning - ICWL 2011, 2011Co-Authors: Eugenio J Marchiori, Angel Serrano, Javier Torrente, Baltasar Fern, N Martínez-ortiz, Ndez-manjónAbstract:This paper presents an extensible multi-platform Educational Game framework. This new framework enhances the point-and-click adventure Game model used in a preexisting Educational Game framework (eAdventure) by extending it with new Game metaphors and interactions. These include mini-Games (e.g. puzzles, stories, word-Games) suited for a greater variety of subjects (e.g. math, history, science) that are configured through a plug-in architecture. Targeting multiple platforms allows for the transparent deployment and use of the developed Games in new mobile devices (e.g. tablets) and other systems of growing interest in the Educational community. Unifying these aspects into one platform is a challenging task because it must implement the appropriate balance between expressivity, Game production costs and possibilities to re-use successful Educational Game models. The basic adventure metaphor is used as a backbone to provide a strong narrative to drive Games and engage the students.
Velimir Štavljanin - One of the best experts on this subject based on the ideXlab platform.
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Motivation and multimodal interaction in model-driven Educational Game design
IEEE Transactions on Systems Man and Cybernetics Part A:Systems and Humans, 2011Co-Authors: Mladjan Jovanovic, Dusan Starčević, Miroslav Minović, Velimir ŠtavljaninAbstract:In this correspondence, we present an approach to identifying and constructing profiles of user interfaces for Educational Games. Our approach is based on framing Games as Educational tools that incorporate fun and learning through motivation as the key ingredient in the learning process and multimodal interaction as the medium for conveying Educational material. The proposed solution formalizes the design process, describing Educational Games in terms of estimated effects that they produce on players. Building upon research on learning and motivation theory, we are connecting these effects with player learning preferences and motivation states. The essence of our solution is the Educational Game metamodel (EGM), which defines platform-independent Educational Game concepts. Using the EGM, we have explored novel design approaches for Educational Games. The metamodel can be used as a conceptual basis for creation of platform-independent Educational Games, allowing authoring for device and network independence.
Eva Millán - One of the best experts on this subject based on the ideXlab platform.
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ICALT - Implications of a Formative Evaluation for Improving the Educational Effectiveness of an Educational Game for Spanish Orthography
Sixth IEEE International Conference on Advanced Learning Technologies (ICALT'06), 1Co-Authors: Cristina Carmona, Eva MillánAbstract:An Educational Game is a recreational activity designed to teach people, typically children, about a certain subject or help them learn a skill as they play. These Games are usually successful in engagement, but sometimes fail in triggering learning. This paper shows the results obtained when evaluating MITO, an Educational Game to teach Spanish orthography. This experiment let us find the main deficiencies of MITO and opens a new line of work that tries to fix them.
Cristina Carmona - One of the best experts on this subject based on the ideXlab platform.
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From MITO to SAMO: Evolution of an Educational Game for Spanish Orthography
Journal of Computers, 2007Co-Authors: Cristina Carmona, David BuenoAbstract:An Educational Game is a recreational activity designed to teach people (typically children) about a certain subject, or to help them learn a skill as they play. These Games are usually successful in capturing pupils’ interest but sometimes fail to trigger learning. This paper briefly explains MITO, an Educational Game to teach Spanish orthography. The Game is evaluated and authors look at the implications of the results of this evaluation in the design of SAMO, a second version of the same Game which tries to overcome the main deficiencies identified in the evaluation process.
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ICALT - Implications of a Formative Evaluation for Improving the Educational Effectiveness of an Educational Game for Spanish Orthography
Sixth IEEE International Conference on Advanced Learning Technologies (ICALT'06), 1Co-Authors: Cristina Carmona, Eva MillánAbstract:An Educational Game is a recreational activity designed to teach people, typically children, about a certain subject or help them learn a skill as they play. These Games are usually successful in engagement, but sometimes fail in triggering learning. This paper shows the results obtained when evaluating MITO, an Educational Game to teach Spanish orthography. This experiment let us find the main deficiencies of MITO and opens a new line of work that tries to fix them.