A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Digital Game-Based Learning
Authoring game-based adaptive units of learning with IMS Learning Design and
International Journal of Learning Technology
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Teaching with game-based learning management systems: Exploring a pedagogical dungeon
Simulation and Gaming
A Trace-Based System for Technology-Enhanced Learning Systems Personalisation
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Computers in Human Behavior
Observation of Collaborative Activities in a Game-Based Learning Platform
IEEE Transactions on Learning Technologies
Hi-index | 0.00 |
Our research work deals with the development of new learning environments, particularly game-based learning environments. We have developed our own environment in which we apply the metaphor of exploring a virtual 3D world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In this article, we explain how this work has been applied to the industrial domain in order to deal with 'change management'. Although the users appreciate this approach, there is an obvious need for information about learners' skills, especially for the teacher. For that purpose, we have equipped the different tools belonging to the learning environment to allow tracing facilities. We can thus update the learners' model when particular events occur, by using data collected from traces resulting from the collaborative learning activity. Several real experiments have been carried out at our university in the PLM domain.