Authors:
Luca Cuoco
;
Andrea Sterbini
and
Marco Temperini
Affiliation:
Sapienza University, Italy
Keyword(s):
Personalized e-Learning, Game based e-Learning, Adaptivity, Student Model.
Related
Ontology
Subjects/Areas/Topics:
Computer-Supported Education
;
e-Learning
;
e-Learning in Engineering Education
;
e-Learning Platforms
;
Game-Based and Simulation-Based Learning
;
Learning/Teaching Methodologies and Assessment
;
Simulation and Modeling
;
Simulation Tools and Platforms
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 clas
s: we report about its design and implementation, and
provide the reader with some simulated applications showing the system’s behaviour.
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