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Efficient software assets for fostering learning in applied games

Authors :
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
Department FEEEL
Source :
TU Graz, Maurer, M, Nussbaumer, A, van der Vegt, G W, Nadolski, R, Nyamsuren, E & Albert, D 2017, Efficient Software Assets for Fostering Learning in Applied Games . in D Beck, C Allison, L Morgado, J Pirker, F Khosmood, J Richter & C Guetl (eds), Immersive Learning Research Network : Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings . 1 edn, Springer International Publishing AG, Communications in Computer and Information Science, pp. 170-182, Immersive Learning Research Network, Coimbra, Portugal, 26/06/17 . https://doi.org/10.1007/978-3-319-60633-0_14, Communications in Computer and Information Science ISBN: 9783319606323, iLRN, Immersive Learning Research Network: Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings, 170-182, ISSUE=1;STARTPAGE=170;ENDPAGE=182;TITLE=Immersive Learning Research Network

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.

Details

ISBN :
978-3-319-60632-3
ISBNs :
9783319606323
Database :
OpenAIRE
Journal :
TU Graz, Maurer, M, Nussbaumer, A, van der Vegt, G W, Nadolski, R, Nyamsuren, E & Albert, D 2017, Efficient Software Assets for Fostering Learning in Applied Games . in D Beck, C Allison, L Morgado, J Pirker, F Khosmood, J Richter & C Guetl (eds), Immersive Learning Research Network : Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings . 1 edn, Springer International Publishing AG, Communications in Computer and Information Science, pp. 170-182, Immersive Learning Research Network, Coimbra, Portugal, 26/06/17 . https://doi.org/10.1007/978-3-319-60633-0_14, Communications in Computer and Information Science ISBN: 9783319606323, iLRN, Immersive Learning Research Network: Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings, 170-182, ISSUE=1;STARTPAGE=170;ENDPAGE=182;TITLE=Immersive Learning Research Network
Accession number :
edsair.doi.dedup.....6b5af50180151fc028f30cf136ddb48f
Full Text :
https://doi.org/10.1007/978-3-319-60633-0_14