Design of Educational Model: Instantiation of the General Dictionary.
First of all, Knowledge Areas must be established. A Knowledge Area is a collec-
tion of knowledge characterized by the homogeneity of the object of study. For each
area, the teacher must indicate the name, the recommended age expressed as a range,
and a general description of the Knowledge Area.
Next, the teacher must create the Educational Goals. An Educational Goal is an
achievement that the student must accomplish at the end of the educational process as
a result of their experiences in the video game. At this stage, the teacher must provide
data about the Knowledge Area from those which have been previously defined.
Next, a name needs to be given to the Educational Goal and the recommended range
of ages must be established. This range must fall within the one indicated for the
selected Knowledge Area. In addition, the teacher must provide a description of the
educational content to be learnt in the goal. The explanation must be given in natural
language and should clearly explain what students have to learn in order to succeed.
Figure 1 shows the definition of the Educational Goal: “Learning to Build
Composed Words”, aimed at children between 10 and 12 years and located within the
area of “Language and Literature”. A list of additional learning topics is included in
the central field. This list is related to the Spanish educational law, but can be used in
other contexts. For Spanish, we would include mathematical reasoning, the physical
and natural world, information processing, social and civic competence, cultural
competence, artistic competence, autonomy and personal initiative, and learning to
learn as related competences.
Teachers must follow a similar process to establish Educational Tasks. An Educa-
tional Task is an instructive activity which will allow students to achieve one or more
Educational Goals. Therefore, once we have introduced all the goals and tasks, the
next step is relating them. One goal can be related to another as a sub-goal or one task
can be related to another one as a sub-task. We can also relate a task to a goal, mean-
ing that the task contributes to the achievement of the goal.
Graphically, the relations between goals and task can be seen as a tree. Thus, the
Knowledge Area is the top level of the tree. Once the complete tree has been generat-
ed, the Knowledge Area is completely defined and can be used by all users in the
system. Moreover, based on this definition, teachers can adapt goals, tasks and rela-
tions to the group of students who will play, or even to individual students if they
need a particular aspect to be reinforced or if they have a disability. These changes
are reflected in the Educational Models, which also include an order relation between
the elements they include. An Educational Model organizes a specific form of learn-
ing based on a subset of objectives and tasks.
To define an Educational Model the teacher may base it on a previous Educational
Model or construct a new one. In both cases, it is necessary to specify data about the
Knowledge Area to which the Educational Model relates, the name of the Educational
Model to be created and the educational age range. In addition, a brief description of
the contents being taught in the Educational Model must be included.
Once we have defined the main characteristics of the new Educational Model, it is
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