Skip to main content

EOLo: A Serious Mobile Game to Support Learning Processes

  • Conference paper
  • First Online:
Methodologies and Intelligent Systems for Technology Enhanced Learning (MIS4TEL 2017)

Abstract

A great deal of interest is now being given to the use of serious games to improve specific issues of learning processes at different levels of education both in primary and secondary schools as well as in universities worldwide. The aim of this paper is to propose a serious game model supported by mobile computing for improving learning of specific topics regarding AVC (Adaptive Virtual Courses). The model incorporates three main modules: the web-based backend, the mobile application (game) and finally, the instructional design module in charge of the game content management. The implementation of the model was achieved through the development of EOLo, a functional prototype which was validated using a case study applied to a secondary school English course. The results show that students are motivated with the use of EOLo thanks to the healthy competition offered by the game during the development of learning activities. In addition, the system allows the detection of learning failures and from these generates a proactive feedback based on the recommendation of educational resources.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bubphasuwan, N., Rattanachotparnich, N., Kaewkum, S., Tangworakitthaworn, P.: Serious game learning for novice practitioners in psychomotor domain. In: Proceedings Student Project Conference (ICT-ISPC) (2016)

    Google Scholar 

  2. Hainey, T., Westera, W., Connolly, T.M., Boyle, L., Baxter, G., Beeby, R.B.: Students’ attitudes toward playing games and using games in education: comparing Scotland and the Netherlands. Comput. Educ. 69, 474–484 (2013)

    Article  Google Scholar 

  3. Shuler, C.: iLearn II: Addendum, an analysis of the games category of the iTunes App Store. The Joan Ganz Cooney center. In: Proceedings Sesame Workshop, New York (2012)

    Google Scholar 

  4. Castillo, A., Lozano, C., Pineda, W.: Aprende jugando: el uso de técnicas de gamificación en entornos de aprendizaje. J. IM-Pertinente – Universidad de la Salle 2(1), 125–143 (2014)

    Google Scholar 

  5. Dele-Ajayi, O., Strachan, R., Sanderson, J., Pickard, A.: Learning mathematics through serious games: an engagement framework. In: Proceedings Frontiers in Education Conference (FIE) (2016)

    Google Scholar 

  6. Mclain, M.L.: Collaborative game based learning of post-disaster management. In: Proceedings International Conference in Technology for Education (T4E), pp. 80–87 (2016)

    Google Scholar 

  7. El-Ghouli, L., Khoukhi, F.: Contributions of serious games on adaptive learning systems. In: Proceedings International Conference on Intelligent Systems: Theories and Applications (SITA) (2016)

    Google Scholar 

  8. Li, J.: Quality, evaluation and recommendation for learning object. In: Proceedings of the International Conference on Educational and Information Technology, pp. 533–537 (2010)

    Google Scholar 

  9. Mizhquero, K., Barrera, J.: Análisis, Diseño e Implementación de un Sistema Adaptivo de Recomendación de Información Basado en Mashups. Rev. Tecnológica ESPOL-RTE (2009)

    Google Scholar 

  10. Sajana, A., Bijlani, K., Jayakrishnan, R.: An interactive serious game via visualization of real life scenarios to learn programming concepts. In: 6th International Conference on Computing, Communication and Networking Technologies (ICCCNT) (2015)

    Google Scholar 

  11. Soares, F., Esteves, J.S., Carvalho, V., Lopes, G., Barbosa, F., Ribeiro, P.: Development of a serious game for Portuguese sign language. In: Proceedings of the International Congress on Ultra Modern Telecommunications and Control Systems and Workshops, pp. 226–230 (2016)

    Google Scholar 

Download references

Acknowledgments

The research presented in this paper was partially funded by the COLCIENCIAS project entitled: “RAIM: Implementación de un framework apoyado en tecnologías móviles y de realidad aumentada para entornos educativos ubicuos, adaptativos, accesibles e interactivos para todos” of the Universidad Nacional de Colombia, with code 1119569-34172. It was also developed with the support of the grant from “Programa Nacional de Formación de Investigadores – COLCIENCIAS”.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Oscar M. Salazar .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Salazar, O.M., Álvarez, S., Ovalle, D.A. (2017). EOLo: A Serious Mobile Game to Support Learning Processes. In: Vittorini, P., et al. Methodologies and Intelligent Systems for Technology Enhanced Learning. MIS4TEL 2017. Advances in Intelligent Systems and Computing, vol 617. Springer, Cham. https://doi.org/10.1007/978-3-319-60819-8_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-60819-8_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-60818-1

  • Online ISBN: 978-3-319-60819-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics