How to facilitate a debriefing
Simulation and Gaming - Special issue: debriefing
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Educational game design for online education
Computers in Human Behavior
Integrating Adaptive Games in Student-Centered Virtual Learning Environments
International Journal of Distance Education Technologies
The second ACM international workshop on multimedia technologies for distance learning (MTDL 2010)
Proceedings of the international conference on Multimedia
How to evaluate competencies in game-based learning systems automatically?
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Puzzle games: player strategies across different interaction modalities
Proceedings of the 4th International Conference on Fun and Games
Authoring of serious adventure games in storytec
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
An analysis of player strategies and performance in audio puzzles
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Using e-learning standards in educational video games
Computer Standards & Interfaces
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The increasing acceptance of video games as learning tools has promoted new studies on how to include them in the teaching-learning process. An interesting trend is the use of modern webbased Learning Management Systems (LMS) as a delivery platform for games and the integration of the information that can be extracted from the game-play sessions into the already existing tracking and assessment tools of the LMS. However, while LMS are increasingly supporting advanced tracking and assessment features, current LMS and standards are not ready to track the students' activity in highly interactive content such as games. In this paper we present the integration of games created with the educational gaming platform into Learning Activity Management System (LAMS). This integration allows teachers to use the information gathered during a game-play session to conduct the student through different activities of the learning plan or simply to collect more information that can be used for further assessment and tracking purposes.