What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Instructor-Oriented Authoring Tools for Educational Videogames
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
Architecture for Integration of Simulations with SCORM in E-Learning Environments
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
Educational game design for online education
Computers in Human Behavior
Game-like language learning in 3-D virtual environments
Computers & Education
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The widely used e-learning technology is facing new challenges such as how to produce student-centered systems that can be adapted to the needs of each student. Those objectives should be met in a standard compliant way to simplify general adoption. In this context, educational videogames are proposed as an ideal medium to facilitate adaptation and tracking of the students' performance for assessment purposes. However, there are still barriers between the gaming and e-learning worlds preventing their mutual interaction. In this paper we propose a middleware to bridge this gap, integrating adaptive educational videogames in e-learning environments with a special focus on the ongoing standardization efforts.