Communications of the ACM - Interactive immersion in 3D graphics
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Supporting a virtual community of tutors in experience capitalising
International Journal of Web Based Communities
Online social networks for personal informatics to promote positive health behavior
Proceedings of second ACM SIGMM workshop on Social media
Observation of Collaborative Activities in a Game-Based Learning Platform
IEEE Transactions on Learning Technologies
Maritime city: using games technology to train social workers – some initial results
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Strategies used by students on a massively multiplayer online mathematics game
ICWL'11 Proceedings of the 10th international conference on Advances in Web-Based Learning
Social tagging to enhance collaborative learning
ICWL'11 Proceedings of the 10th international conference on Advances in Web-Based Learning
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In this paper, we focus on a new type of emerging learning games: Social Learning Games (SLG). We define SLG as games that enhance learning by offering educational contents according to a learning scenario and by supporting a community that offers condition for social learning. Leaning upon this analysis, we propose a model of SLG, which relies on five components: decision-making, contextual discussions, social capital, educational feedback and dashboard. We highlight the learning possibilities offered by this design approach, such as stimulating learners throughout decision-making process and cultivating learners' engagement in the game. This theoretical contribution has been integrated into a Social Learning Game called CIBUS dedicated to the field of entrepreneurship. We present the specific structure of the learning scenario that allows the regulation of the progress of the learners in the game, by giving freedom in the participation in the community. Finally, we explain how the design approaches we propose allow supporting three levels of learning involved in the game: individual, within the group, and within the community.