The challenge of delivering personalized learning experiences is often increased by the size of c... more The challenge of delivering personalized learning experiences is often increased by the size of classrooms and online learning communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, the issues related to their development and their level of effectiveness can be seriously affected when brought too rapidly into growing online learning communities. Deeper insights into how the students are playing is needed to deliver a comprehensive and intelligent learning framework that facilitates better understanding of learners' knowledge, effective assessment of their progress and continuous evaluation and optimization of the environments in which they learn. This paper discusses current SOTA and aims to explore the potential in the use of games and learning analytics towards scaffolding and supporting teaching and learning experience. The conceptual model (ecosystem and architecture) discussed in this paper aims to highlight the key c...
ABSTRACT Narratives are used to construct and deconstruct the time and space of events. In games,... more ABSTRACT Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedagogy in SG design remain unclear, and narrative’s elemental influence on learning outcomes is not yet fully understood. This paper reports efforts to shed light on these issues by way of a purpose-processing methodology, the ultimate aim of which is to help map serious game design patterns and pedagogical practices. In the case of narrative, the intention is to establish whether Narrative Serious Game Mechanics (NSGM) provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.
Game-based learning is quickly becoming a popular trend in Technology-Enhanced Learning. However,... more Game-based learning is quickly becoming a popular trend in Technology-Enhanced Learning. However, the field is very broad with many different initiatives being classified as game-based learning. On the other hand, instructors are demanding effective ways to track the interaction of the students with the games and to assess the learning process. The diversity is a major issue in this regard,
Creating good quality learning resources is not sufficient for an optimum learning experience. Eq... more Creating good quality learning resources is not sufficient for an optimum learning experience. Equally important is having a more enabling learning process involving not only the delivery of learning materials but also other activities that the learner must carry out to meet the learning objectives proposed by the instructor (tutoring, tests, reading books, etc.). Educational Modeling Languages (EMLs) are the
Interactive story-based educational environments present a conflict between the determinism impos... more Interactive story-based educational environments present a conflict between the determinism imposed by the pedagogue and the freedom desired by the learner. Designing a good pedagogical experience requires adding restrictions to the interaction that may frustrate learners. This ...
International Journal of Computer Science & Applications, 2006
This work presents an XML-based authoring methodology that facilitates the different tasks associ... more This work presents an XML-based authoring methodology that facilitates the different tasks associated with the development of standards-compliant e-learning content development. The idea is to support a unified authoring process of adaptive e-learning content by adopting the manual writing metaphor. According to this metaphor, which is specially well-suited for technical domains, instructors are compelled to view e-learning material as the
Game-based learning is becoming popular in the academic discussion of Learning Technologies. Howe... more 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
The increasing acceptance of video games as learning tools has promoted new studies on how to inc... more The increasing acceptance of video games as learning tools has promoted new studies on how to include them in the teaching-learning process. An interesting trend is the use of modern webbased Learning Management Systems (LMS) as a delivery platform for games and the integration of the information that can be extracted from the game-play sessions into the already existing tracking and assessment tools of the LMS. However, while LMS are increasingly supporting advanced tracking and assessment features, current LMS and standards are not ready to track the students' activity in highly interactive content such as games. In this paper we present the integration of games created with the educational gaming platform into Learning Activity Management System (LAMS). This integration allows teachers to use the information gathered during a game-play session to conduct the student through different activities of the learning plan or simply to collect more information that can be used for f...
Presentation made at the Development Plennaire, in December 4th, as a part of the research visit ... more Presentation made at the Development Plennaire, in December 4th, as a part of the research visit of Pablo Moreno-Ger, Complutense University, Madrid, Spain (www.e-ucm.es)
... the games from within the online training environment, just as if they were a document or a s... more ... the games from within the online training environment, just as if they were a document or a streamed video. ... 3.5 Gathering and Integrating the Art Assets ... I., Moreno-Ger, P., Sierra, JL, Fernández-Manjón, B.: Production and Deployment of Educational Videogames as Assessable ...
The challenge of delivering personalized learning experiences is often increased by the size of c... more The challenge of delivering personalized learning experiences is often increased by the size of classrooms and online learning communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, the issues related to their development and their level of effectiveness can be seriously affected when brought too rapidly into growing online learning communities. Deeper insights into how the students are playing is needed to deliver a comprehensive and intelligent learning framework that facilitates better understanding of learners' knowledge, effective assessment of their progress and continuous evaluation and optimization of the environments in which they learn. This paper discusses current SOTA and aims to explore the potential in the use of games and learning analytics towards scaffolding and supporting teaching and learning experience. The conceptual model (ecosystem and architecture) discussed in this paper aims to highlight the key c...
ABSTRACT Narratives are used to construct and deconstruct the time and space of events. In games,... more ABSTRACT Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedagogy in SG design remain unclear, and narrative’s elemental influence on learning outcomes is not yet fully understood. This paper reports efforts to shed light on these issues by way of a purpose-processing methodology, the ultimate aim of which is to help map serious game design patterns and pedagogical practices. In the case of narrative, the intention is to establish whether Narrative Serious Game Mechanics (NSGM) provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.
Game-based learning is quickly becoming a popular trend in Technology-Enhanced Learning. However,... more Game-based learning is quickly becoming a popular trend in Technology-Enhanced Learning. However, the field is very broad with many different initiatives being classified as game-based learning. On the other hand, instructors are demanding effective ways to track the interaction of the students with the games and to assess the learning process. The diversity is a major issue in this regard,
Creating good quality learning resources is not sufficient for an optimum learning experience. Eq... more Creating good quality learning resources is not sufficient for an optimum learning experience. Equally important is having a more enabling learning process involving not only the delivery of learning materials but also other activities that the learner must carry out to meet the learning objectives proposed by the instructor (tutoring, tests, reading books, etc.). Educational Modeling Languages (EMLs) are the
Interactive story-based educational environments present a conflict between the determinism impos... more Interactive story-based educational environments present a conflict between the determinism imposed by the pedagogue and the freedom desired by the learner. Designing a good pedagogical experience requires adding restrictions to the interaction that may frustrate learners. This ...
International Journal of Computer Science & Applications, 2006
This work presents an XML-based authoring methodology that facilitates the different tasks associ... more This work presents an XML-based authoring methodology that facilitates the different tasks associated with the development of standards-compliant e-learning content development. The idea is to support a unified authoring process of adaptive e-learning content by adopting the manual writing metaphor. According to this metaphor, which is specially well-suited for technical domains, instructors are compelled to view e-learning material as the
Game-based learning is becoming popular in the academic discussion of Learning Technologies. Howe... more 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
The increasing acceptance of video games as learning tools has promoted new studies on how to inc... more The increasing acceptance of video games as learning tools has promoted new studies on how to include them in the teaching-learning process. An interesting trend is the use of modern webbased Learning Management Systems (LMS) as a delivery platform for games and the integration of the information that can be extracted from the game-play sessions into the already existing tracking and assessment tools of the LMS. However, while LMS are increasingly supporting advanced tracking and assessment features, current LMS and standards are not ready to track the students' activity in highly interactive content such as games. In this paper we present the integration of games created with the educational gaming platform into Learning Activity Management System (LAMS). This integration allows teachers to use the information gathered during a game-play session to conduct the student through different activities of the learning plan or simply to collect more information that can be used for f...
Presentation made at the Development Plennaire, in December 4th, as a part of the research visit ... more Presentation made at the Development Plennaire, in December 4th, as a part of the research visit of Pablo Moreno-Ger, Complutense University, Madrid, Spain (www.e-ucm.es)
... the games from within the online training environment, just as if they were a document or a s... more ... the games from within the online training environment, just as if they were a document or a streamed video. ... 3.5 Gathering and Integrating the Art Assets ... I., Moreno-Ger, P., Sierra, JL, Fernández-Manjón, B.: Production and Deployment of Educational Videogames as Assessable ...
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