We present a platform for Technology Enhanced Learning, allowing the learner to follow a path of game applications towards a learning objective. The path is determined by the learner, by selecting each time the next game of her choosing. The games are defined by teachers and experts, or even imported as web resources: they are associated to the system through suitable metadata, that express their pedagogical meaning. The system's interface allows the student to navigate the repository of learning games (organized as a graph) and see among them those that she can select to undertake, and those that are not yet affordable. Whether a game is affordable, at a given moment, is determined by comparing the Student Model with the game's specification. In conclusion, the path of learning activities followed by the learner is built interactively, by the learner, according to learner's choice and the system's pedagogical guidance. The system has not yet been experimented in a real class: we report about its design and implementation, and provide the reader with some simulated applications showing the system's behaviour.
An adaptive, competence based, approach to serious games sequencing in technology enhanced learning / Cuoco, L.; Sterbini, A.; Temperini, M.. - 1:(2017), pp. 589-596. (Intervento presentato al convegno 9th International Conference on Computer Supported Education, CSEDU 2017 tenutosi a Porto; Portugal).
An adaptive, competence based, approach to serious games sequencing in technology enhanced learning
Cuoco L.
;Sterbini A.
;Temperini M.
2017
Abstract
We present a platform for Technology Enhanced Learning, allowing the learner to follow a path of game applications towards a learning objective. The path is determined by the learner, by selecting each time the next game of her choosing. The games are defined by teachers and experts, or even imported as web resources: they are associated to the system through suitable metadata, that express their pedagogical meaning. The system's interface allows the student to navigate the repository of learning games (organized as a graph) and see among them those that she can select to undertake, and those that are not yet affordable. Whether a game is affordable, at a given moment, is determined by comparing the Student Model with the game's specification. In conclusion, the path of learning activities followed by the learner is built interactively, by the learner, according to learner's choice and the system's pedagogical guidance. The system has not yet been experimented in a real class: we report about its design and implementation, and provide the reader with some simulated applications showing the system's behaviour.File | Dimensione | Formato | |
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