Integrating Adaptive Games in Student-Centered Virtual Learning Environments

2010 ◽  
Vol 8 (3) ◽  
pp. 1-15 ◽  
Author(s):  
Ángel del Blanco ◽  
Javier Torrente ◽  
Pablo Moreno-Ger ◽  
Baltasar Fernández-Manjón

The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student’s needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students’ performance for assessment purposes, but integrating the games in the educational flow presents technical and practical challenges. Moreover, their eventual integration should be accomplished according to the current standardization trends in e-Learning to simplify general adoption. Barriers still exist between the gaming and e-Learning communities, preventing their mutual interaction. In this work, the authors present a middle-ware to bridge this gap, integrating adaptive educational video games in e-Learning environments with a special focus on the ongoing standardization efforts.

2013 ◽  
Vol 36 (1) ◽  
pp. 178-187 ◽  
Author(s):  
Ángel del Blanco ◽  
Eugenio J. Marchiori ◽  
Javier Torrente ◽  
Iván Martínez-Ortiz ◽  
Baltasar Fernández-Manjón

DYNA ◽  
2015 ◽  
Vol 82 (193) ◽  
pp. 223-232 ◽  
Author(s):  
Natalia Padilla-Zea ◽  
Nuria Medina-Medina ◽  
Francisco L. Gutiérrez-Vela ◽  
José R. López-Arcos ◽  
Patricia Paderewski ◽  
...  

Author(s):  
José Martí-Parreño ◽  
María José Miquel-Romero ◽  
Ernesto Méndez-Ibáñez

Author(s):  
José Martí-Parreño ◽  
Ernesto Méndez-Ibáñez ◽  
Joaquin Aldás-Manzano

2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


2018 ◽  
Vol 5 (2) ◽  
Author(s):  
Ed Fincham ◽  
Dragan Gašević ◽  
Abelardo Pardo

The widespread adoption of digital e-learning environments and other learning technology has provided researchers with ready access to large quantities of data. Much of this data comes from discussion forums and has been studied with analytical methods drawn from social network analysis. However, within this large body of research there exists considerable variation in the definition of what constitutes a social tie, and the consequences of this choice are rarely described or examined. This paper presents findings from two distinct learning environments regarding different social tie extraction methods and their influence on the structural and statistical properties of the induced networks, and the association between measures of centrality and academic performance. Our findings indicate that social tie definitions play an important role in shaping the results of our analyses. The primary purpose of this paper is to raise awareness of the consequences that such methodological choices may have, and to promote transparency in future research.


2003 ◽  
Vol 40 (1) ◽  
pp. 71-94 ◽  
Author(s):  
Ricardo Rosas ◽  
Miguel Nussbaum ◽  
Patricio Cumsille ◽  
Vladimir Marianov ◽  
Mónica Correa ◽  
...  

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