Multimedia and the learner's experience of narrative
Computers & Education
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
The Video GameTheory Reader
Learning Design: A Handbook on Modelling and Delivering Networked Education and Training
Learning Design: A Handbook on Modelling and Delivering Networked Education and Training
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Authoring game-based adaptive units of learning with IMS Learning Design and
International Journal of Learning Technology
Educational game design for online education
Computers in Human Behavior
DIWEB'08 Proceedings of the 8th WSEAS international conference on Distance learning and web engineering
DIWEB'08 Proceedings of the 8th WSEAS international conference on Distance learning and web engineering
Digital Games in eLearning Environments
Simulation and Gaming
Game-based learning and the role of feedback: a case study
Advanced Technology for Learning
Scenario-based serious games repurposing
Proceedings of the 29th ACM international conference on Design of communication
Automatic semantic activity monitoring of distance learners guided by pedagogical scenarios
EC-TEL'06 Proceedings of the First European conference on Technology Enhanced Learning: innovative Approaches for Learning and Knowledge Sharing
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
Educational Games and IT Professionals: Perspectives from the Field
International Journal of Human Capital and Information Technology Professionals
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There is a growing interest among teachers in using games as a part of their lesson plans. A standardised, interoperable approach to the sharing of such game-based lesson plans would allow teachers and educational technologists to compare and contrast Digital Game Based Learning scenarios, allowing best practices and lessons learned to emerge. Although games can be used as 'add-ons' in educational contexts, greater benefits can be attained by integrating games more fully into the educational process, i.e. by repurposing existing games to target the specific learning objectives. In this article we analyse this problem. We developed two possible solutions based on the integration and the interaction of games and learning scenarios. The first solution is based on 'pedagogical wrappers', where games are linked to e-learning flows but without interaction and communication. The second solution sees a tighter integration which supports ongoing interaction and communication between game and e-learning flow. We applied both solutions to a generic game. This game was firstly programmed in Action Script and later re-used for learning purposes and represented in IMS Learning Design. We analysed the pros and cons of each solution and identify research topics for further research.