1. Efficient software assets for fostering learning in applied games
- Author
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Maurer, Matthias, Nussbaumer, Alexander, van der Vegt, G.W., Nadolski, R., Nyamsuren, E., Albert, Dietrich, Beck, D., Allison, C., Morgado, L., Pirker, J., Khosmood, F., Richter, J., Guetl, C., Beck, D., Allison, C., Morgado, L., Pirker, J., Khosmood, F., Richter, J., Guetl, C., RS-Theme Applied Gaming and Simulation, Rage project, and Department FEEEL
- Subjects
Knowledge management ,Traditional learning ,Computer science ,media_common.quotation_subject ,Target groups ,Learning analytics ,050109 social psychology ,Applied gaming ,computer.software_genre ,0502 economics and business ,Motivation maintenance ,Personality ,Electronic performance support systems ,0501 psychology and cognitive sciences ,Competence (human resources) ,media_common ,Multimedia ,business.industry ,Performance support ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,CbKST ,Software assets ,Modular design ,Personality adaption ,business ,computer ,050203 business & management - Abstract
Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easier, faster, and more cost effectively. The software assets discussed here represent a modular approach for fostering learning in applied games. These assets address four main pedagogical functions: competency structures (i.e., logical order for learning), motivation, performance support (i.e., guidance to maintain learning), and adaption to the player’s personality.
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