scholarly journals From Learning Game to Adaptive Ubiquitous Game Based Learning

Author(s):  
Lamyae Bennis ◽  
Said Amali

Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner’s learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learning Game (ULG). Mobile technologies are very diverse and market demands push the continued development of new technologies and features that present a big challenge in time and development costs. On the other hand creating a nice game for different player profiles requires the addition of the learner’s model in the design phase of the game. In this sense the main aim of this paper is to present the new architecture of the <e-Adventure > educational adventure games authoring tool and its implementation by addressing the different challenges already cited in order to generate an adaptive ULG for multiples mobile platforms.

Author(s):  
Jennifer Lock ◽  
Beaumie Kim ◽  
Kim Koh ◽  
Gabrielle Wilcox

Innovative practice in a classroom adds challenges and tensions to programs and institutional structures in higher education. With the recent emphasis on curricula reform, there is a great focus on assessment and pedagogical practices to support student learning. To illustrate the tensions arising from these efforts, we present four pedagogical and assessment innovation approaches using both Shulman’s (2005) Signature Pedagogies and Tatar’s (2007) Design Tensions frameworks. The four approaches include problem-based learning, game-based learning, case-based learning, and technology-enhanced learning. A narrative for each approach examines and addresses tensions using Shulman’s (2005) surface, deep and implicit structures. We argue that there is an interconnected complexity and conflicting visions among the micro- (e.g., classroom or practicum), meso- (e.g., program), and macro- (e.g., institution) levels. We acknowledge that dynamic tensions continually exist and needs to be thoughtfully navigated in support of innovative assessment and pedagogies in higher education. Dans l’enseignement supérieur, les pratiques innovatrices en salle de classe ajoutent des défis et des tensions aux programmes et aux structures institutionnelles. Suite à l’importance accrue récemment attachée à la réforme des programmes d’études, l’accent est mis sur l’évaluation et les pratiques pédagogiques pour soutenir l’apprentissage des étudiants. Afin d’illustrer les tensions qui découlent de ces efforts, nous présentons quatre approches de pédagogie et d’évaluation innovatrices qui font appel à la fois aux cadres de Shulman, Signature Pedagogies (2005), et à ceux de Tatar, Design Tensions (2007). Les quatre approches comprennent l’apprentissage par problèmes, l’apprentissage fondé sur le jeu, l’apprentissage basé sur des cas et l’apprentissage amélioré par les technologies. Chaque approche est examinée et traite des tensions qui en découlent en faisant appel aux structures de surface, profondes et implicites de Shulman (2005). Nous soutenons qu’il existe une complexité inter-connectée et des visions conflictuelles aux niveaux micro (par ex. en salle de classe ou durant les stages), meso (par ex. dans les programmes) et macro (par ex. au niveau de l’établissement). Nous reconnaissons que les tensions dynamiques existent de façon continue et doivent être soigneusement examinées pour soutenir l’évaluation et les pédagogies innovatrices dans l’enseignement supérieur.


Gamification ◽  
2015 ◽  
pp. 1706-1733
Author(s):  
Peter van Rosmalen ◽  
Amanda Wilson ◽  
Hans G.K. Hummel

With the advent of social media, it is widely accepted that teachers and learners are not only consumers but also may have an active role in contributing and co-creating lesson materials and content. Paradoxically, one strand of technology-enhanced learning (i.e. game-based learning) aligns only slightly to this development. Games, while there to experience, explore, and collaborate, are almost exclusively designed by professionals. Despite, or maybe because, games are the exclusive domain of professional developers, the general impression is that games require complex technologies and that games are difficult to organise and to embed in a curriculum. This chapter makes a case that games are not necessarily the exclusive domain of game professionals. Rather than enforcing teachers to get acquainted with and use complex, technically demanding games, the authors discuss approaches that teachers themselves can use to build games, make use of existing games, and even one step beyond use tools or games that can be used by learners to create their own designs (e.g. games or virtual worlds).


Author(s):  
Katharine Jewitt

Given the emerging nature of massive open online courses (MOOCs), this paper is a synthesis of critical reflections, commentaries and cautionary tales from a variety of perspectives, looking at the issues facing education and considering whether traditional teaching methods have outlived their usefulness.In times where educational institutions are facing financial cuts and student debt increases, some argue free university online courses will be the saviour of education, (Koller et al, 2013). Others argue they could destroy centuries of tradition and threaten some of the world's greatest universities (Vardi 2012).This paper, builds on the research by examining some of the phenomenal changes to technology enhanced learning, being brought about by new technologies and business. It summarises some of the key discourses around MOOCs, which continue to generate heated debates and divide opinions about their credibility, value and importance. I argue that any form of technology that drives engaging and tailored education, precisely to the needs of the individuals, coupled with opening up education to those that cannot afford it, has to be a viable alternative and make traditional, academic institutions question their offerings and respond.  


Author(s):  
Gwo-Jen Hwang

Educators have pointed out the necessity of situating students in real-world learning scenarios. They have also indicated the importance of providing a technology-enhanced learning environment that enables students to access digital learning resources in anywhere and at any time. The popularity of mobile and wireless communication technologies has provided a good opportunity to accomplish these objectives. In the past decade, many studies that employ those technologies in various practical educational settings, such as the learning activities of computer, mathematics, engineering, social science and natural science courses, have been reported. In addition, various strategies and tools have been proposed to help students more effectively learn with mobile devices. In this article, the strategies, applications and trends of mobile technology-enhanced learning are reported based on the literature. It is expected that the article would benefit those who are interested in applying mobile technologies to learning activities or training programs.


Author(s):  
J. Micael Spector

There are now many educational research and technology projects reporting a variety of outcomes and lessons learned with regard to how to effectively integrate technology into learning and instruction. What can we learn from these projects and experiences? Is there a clear and coherent instructional design framework for technology-enhanced learning environments? What are the most promising approaches to instructional design? Are there particular tools that can assist? What kinds of evaluations will insure that the process of designing such environments will become progressively more effective? These are the questions explored in this chapter. The discussion includes a short review of the possibilities afforded by new technologies, with special emphasis on collaborative tele-learning and Web-based simulations. After illustrating the rich and diverse kinds of interactions now possible in Web-based settings, we shall argue that instructional design is more critical than ever before. It is not the case that technology has simplified instructional planning. Quite the contrary; new technologies have made the design of effective learning environments even more challenging than before. While our concept of learning remains relatively intact, the settings in which instruction can and does occur and the kinds of resources which can be brought to support learning in those various settings has changed dramatically. As a consequence, the subject of this chapter is relatively unexplored territory, and the findings and conclusions suggested herein should be regarded as tentative and preliminary.


2018 ◽  
Vol 3 (1) ◽  
pp. 18 ◽  
Author(s):  
Zhonghao Zhou

Digital technologies are transforming formal educational practices that extend across space and time, blurring the traditional boundaries of learning in school and out of school. Multimedia software as well as most online materials delivered via combination of different media caters to learners with different cognitive styles. Technology-enhanced learning promotes active and ubiquitous learning, location-based learning, and the generation of learning communities. L2 learners with mobile devices have the advantage of interacting with peers anytime and anywhere.


Author(s):  
Amel Bouzeghoub ◽  
Serge Garlatti ◽  
Kien Ngoc Do ◽  
Cuong Pham-Nguyen

The chapter is organized as follows: the authors introduce some issues of technology-enhanced learning systems and define mobile, pervasive and ubiquitous learning and some closely related features: context, adaptation, situated learning, working and learning activities. Secondly, work-based learning features are described. Thirdly, situation-based and activity-based learning strategies are presented. Finally, the P-LearNet project is used to illustrate the proposal, and the conclusion summarizes the chapter and shows how and at which level this framework can be reused.


Author(s):  
Shalni Gulati

Learning ‘using’ technologies has become a global phenomenon. The Internet is often seen as a value-neutral tool that potentially allows individuals to overcome the constraints of traditional elitist spaces and gain unhindered access to learning. It is widely suggested that online technologies can help address issues of educational equity and social exclusion, and open up democratic and accessible educational opportunities. The national governments and non-governmental agencies who fund educational endeavours in developing countries have advocated the use of new technologies to reduce the cost of reaching and educating large numbers of children and adults who are currently missing out on education. This paper presents an overview of the educational developments in open, distance, and technology-facilitated learning that aim to reach the educationally deprived populations of the world. It reveals the challenges encountered by children and adults in developing countries as they attempt to access available educational opportunities. The discussion questions whether, in face of these challenges, developing nations should continue to invest money, time, and effort into e-learning developments. Can technology- enhanced learning help address the poverty, literacy, social, and political problems in developing countries?


2017 ◽  
Vol 55 (7) ◽  
pp. 901-936 ◽  
Author(s):  
Hendrys Tobar-Muñoz ◽  
Silvia Baldiris ◽  
Ramon Fabregat

Program for International Student Assessment results indicate that while reading comprehension needs to be promoted, teachers are struggling to find ways to motivate students to do reading comprehension activities and although technology-enhanced learning approaches are entering the classroom, researchers are still experimenting with them to determine their benefits and implications. Among such technology-enhanced learning approaches, we find augmented reality and game-based learning, both of which have proven to be useful in educational settings; nonetheless, few studies have observed them being used jointly. Some open questions to be asked are as follows: Does the use of augmented reality games in the classroom benefit students in terms of performance and motivation? Is the reading activity experience enriched when we use them to promote reading comprehension? In this study, and with the help of teachers, we devised an augmented reality game using a design-based research approach. We then tested it in a real classroom and carried out both quantitative and qualitative observations. Our results show that while results in reading comprehension using the game show no difference to results from the more traditional approaches, children do display greater motivation and interest in the activity and the activity is enriched as it promotes problem solving, exploration, and socialization behavior.


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