The Experts below are selected from a list of 53031 Experts worldwide ranked by ideXlab platform

Baltasar Fernandezmanjon - One of the best experts on this subject based on the ideXlab platform.

  • integration and deployment of Educational Games in e learning environments the learning object model meets Educational gaming
    Educational Technology & Society, 2009
    Co-Authors: Javier Torrente, Pablo Morenoger, Ivan Martinezortiz, Baltasar Fernandezmanjon
    Abstract:

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the Educational potential of Games has been thoroughly discussed in the literature, the integration of the Games into Educational processes and how to efficiently deliver the Games to the students are still open questions. This paper addresses the aspects of integration and automatic deployment of Educational Games in Learning Management Systems. This integration simplifies the introduction of Games in Educational settings, leveraging the pre-existing technological infrastructure. Our approach is based on the automatic packaging and exportation of Games as self-contained Learning Objects that can be easily distributed through any LMS compliant with the current interoperability standards. We thus inherit the advantages of the Learning Object model in terms of interoperability and, when supported by the LMS, in terms of student tracking and assessment.

  • Educational game design for online education
    Computers in Human Behavior, 2008
    Co-Authors: Pablo Morenoger, Ivan Martinezortiz, Daniel Burgos, Jose Luis Sierra, Baltasar Fernandezmanjon
    Abstract:

    The use of Educational Games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of Educational Games remain an elusive topic. In this study some relevant requirements for the design of Educational Games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.

Kristian Kiili - One of the best experts on this subject based on the ideXlab platform.

  • the design principles for flow experience in Educational Games
    Procedia Computer Science, 2012
    Co-Authors: Kristian Kiili, Sara De Freitas, Sylvester Arnab, Timo Lainema
    Abstract:

    Abstract Educational Games have to be well designed to incorporate learner engagement, an integral component of Educational effectiveness. One foundation of designing Educational engagement is flow theory. This article presents a flow framework that describes the building blocks of flow experience that can be used to design appealing and effective Educational Games for formal and informal learning contexts. The framework provides the principles for good Educational game design, based upon associative, cognitive and situative learning theories, including engagement and pedagogic elements with a focus upon feedback and flow principles. Furthermore, the paper clarifies the relation between the flow experience and immersion. We tested the flow framework in the RealGame case study, which revealed that the RealGame business simulation game was well designed and effective at engaging students. We found that the university students’ flow experience in the game was high and the findings indicated that sense of control, clear goals and challenge-skill dimensions of flow scored the highest, but a rewarding experience and feedback dimensions also scored highly by the students. Overall, the results indicate that flow framework is a useful tool in studying game-based learning experiences.

  • content creation challenges and flow experience in Educational Games the it emperor case
    Internet and Higher Education, 2005
    Co-Authors: Kristian Kiili
    Abstract:

    Abstract Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational Games offer a viable strategy to this end. In this paper, the experiences of university students ( n  = 18) playing an Educational game, IT-Emperor, which was designed to facilitate flow experience, are studied through questionnaires and interviews. The main purpose of this paper is to study the usefulness of content creation challenges included in IT-Emperor and factors that have an influence on flow experience. Results indicate that half of the participants experienced flow while playing IT-Emperor. This finding is significant because flow tends to have a positive impact on learning. Content creation was reported as the main activity causing flow; bad usability and low gamefulness were cited as obstacles of flow experience. However, because of the small sample size of this study, more research on the topic is recommended.

Pablo Morenoger - One of the best experts on this subject based on the ideXlab platform.

  • integration and deployment of Educational Games in e learning environments the learning object model meets Educational gaming
    Educational Technology & Society, 2009
    Co-Authors: Javier Torrente, Pablo Morenoger, Ivan Martinezortiz, Baltasar Fernandezmanjon
    Abstract:

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the Educational potential of Games has been thoroughly discussed in the literature, the integration of the Games into Educational processes and how to efficiently deliver the Games to the students are still open questions. This paper addresses the aspects of integration and automatic deployment of Educational Games in Learning Management Systems. This integration simplifies the introduction of Games in Educational settings, leveraging the pre-existing technological infrastructure. Our approach is based on the automatic packaging and exportation of Games as self-contained Learning Objects that can be easily distributed through any LMS compliant with the current interoperability standards. We thus inherit the advantages of the Learning Object model in terms of interoperability and, when supported by the LMS, in terms of student tracking and assessment.

  • Educational game design for online education
    Computers in Human Behavior, 2008
    Co-Authors: Pablo Morenoger, Ivan Martinezortiz, Daniel Burgos, Jose Luis Sierra, Baltasar Fernandezmanjon
    Abstract:

    The use of Educational Games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of Educational Games remain an elusive topic. In this study some relevant requirements for the design of Educational Games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.

Ivan Martinezortiz - One of the best experts on this subject based on the ideXlab platform.

  • integration and deployment of Educational Games in e learning environments the learning object model meets Educational gaming
    Educational Technology & Society, 2009
    Co-Authors: Javier Torrente, Pablo Morenoger, Ivan Martinezortiz, Baltasar Fernandezmanjon
    Abstract:

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the Educational potential of Games has been thoroughly discussed in the literature, the integration of the Games into Educational processes and how to efficiently deliver the Games to the students are still open questions. This paper addresses the aspects of integration and automatic deployment of Educational Games in Learning Management Systems. This integration simplifies the introduction of Games in Educational settings, leveraging the pre-existing technological infrastructure. Our approach is based on the automatic packaging and exportation of Games as self-contained Learning Objects that can be easily distributed through any LMS compliant with the current interoperability standards. We thus inherit the advantages of the Learning Object model in terms of interoperability and, when supported by the LMS, in terms of student tracking and assessment.

  • Educational game design for online education
    Computers in Human Behavior, 2008
    Co-Authors: Pablo Morenoger, Ivan Martinezortiz, Daniel Burgos, Jose Luis Sierra, Baltasar Fernandezmanjon
    Abstract:

    The use of Educational Games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of Educational Games remain an elusive topic. In this study some relevant requirements for the design of Educational Games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.

Javier Torrente - One of the best experts on this subject based on the ideXlab platform.

  • A framework to improve evaluation in Educational Games
    Proceedings of the 2012 IEEE Global Engineering Education Conference (EDUCON), 2012
    Co-Authors: Ángel Serrano, Javier Torrente, Ángel Del Blanco, Eugenio J. Marchiori, Baltasar Fernández-manjón
    Abstract:

    The evaluation process is key for educator's acceptance of any Educational action. The evaluation is challenging in most cases but especially when Educational Games are used. In Educational Games if in-game evaluation exist it is usually based on a series of simple goals and whether these goals are achieved (i.e. assessment). But we consider that evaluation can be improved by taking advantage of in-game interaction, such as the user behavior during the game and the type and number of interactions performed by the user while playing. In this paper, we propose an evaluation framework for Educational Games based on in-game interaction data. We discuss how user interaction data is collected in the most automatic and seamless way possible, how to analyze the data to extract relevant information, and how to present this information in a usable way to educators so they achieve the maximum benefit from the experience. The evaluation framework is implemented as part of the eAdventure Educational platform, where it can be used both to improve upon traditional basic assessment methods (i.e. goals, scores & reports) and to provide information to help improve interaction with Games (e.g. discovery strategies).

  • : Introducing Educational Games in the learning process
    IEEE EDUCON 2010 Conference, 2010
    Co-Authors: Javier Torrente, Ángel Del Blanco, Eugenio J. Marchiori, Pablo Moreno, Baltasar Fernández-manjón
    Abstract:

    Within the last years Educational Games have attracted some attention from the academic community. Multiple enhancements of the learning experience are usually attributed to Educational Games, although the most cited is their potential to improve students' motivation. In spite of these expected advantages, how to introduce video Games in the learning process is an issue that is not completely clear yet, which reduces the potential impact of Educational video Games. Our goal at the research group is to identify the barriers that are limiting the integration of Games in the learning process and propose approaches to tackle them. The result of this work is the platform, an Educational game authoring tool that aims to make of video Games just another Educational tool at the disposal of the instructors. In this paper we describe how contributes to the integration of Games in the learning process through three main focuses: reduction of the high development costs of Educational Games, involvement of instructors in the development process to enhance the Educational value, and the production of the Games using a white-box model. In addition we describe the current research that we are conducting using the platform as a test-bed.

  • integration and deployment of Educational Games in e learning environments the learning object model meets Educational gaming
    Educational Technology & Society, 2009
    Co-Authors: Javier Torrente, Pablo Morenoger, Ivan Martinezortiz, Baltasar Fernandezmanjon
    Abstract:

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the Educational potential of Games has been thoroughly discussed in the literature, the integration of the Games into Educational processes and how to efficiently deliver the Games to the students are still open questions. This paper addresses the aspects of integration and automatic deployment of Educational Games in Learning Management Systems. This integration simplifies the introduction of Games in Educational settings, leveraging the pre-existing technological infrastructure. Our approach is based on the automatic packaging and exportation of Games as self-contained Learning Objects that can be easily distributed through any LMS compliant with the current interoperability standards. We thus inherit the advantages of the Learning Object model in terms of interoperability and, when supported by the LMS, in terms of student tracking and assessment.