Skip to main content

Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5093))

Abstract

There is a trend in Virtual Learning Environments (VLE) towards flexible and adapted learning experiences that modify their contents and behavior to suit the needs of different learners. On the other hand, the use of educational videogames is also an emerging trend to address diverse aspects, such as student engagement and exploratory learning. Additionally, videogames support adaptation in a natural way. This suggests that they may be a good vehicle to enhance the adaptive features of VLE. However, all those ideas are partially disconnected and, in spite of all the work done, there is still a need for effective learning models that leverage the potential of games, integrating them with the available learning materials and VLE. In this work, we discuss such models and describe how the <e-Adventure> educational game platform supports them.

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

Buying options

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 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

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Burgos, D., Tattersall, C., Koper, E.J.R.: Representing adaptive and adaptable Units of Learning. How to model personalized eLearning in IMS Learning Design. In: Fernández Manjon, B., et al. (eds.) Computers and Education: E-learning - from Theory to Practice. Springer, Heidelberg (2007)

    Google Scholar 

  2. Sancho, P., Martínez-Ortiz, I., Fernández-Manjón, B., Moreno-Ger, P.: Development of a Personalized e-Learning Experience Based on IMS Standard Technologies. In: Mendes, A.J., Pereira, I., Costa, R. (eds.) Computers and Education: Towards Educational Change and Innovation, pp. 73–82. Springer, London (2008)

    Google Scholar 

  3. Brusilovsky, P.: Adaptive Educational Systems on the World-Wide-Web: A Review of Available Technologies. In: WWW-Based Tutoring Workshop at 4th International Conference on Intelligent Tutoring Systems (ITS 1998), San Antonio (1998)

    Google Scholar 

  4. Hannafin, M.J., Land, S.M.: Student centered learning and interactive multimedia: status, issued, and implication. Contemporary Eduaction 68(2), 94–99 (1997)

    Google Scholar 

  5. Malone, T.W., Lepper, M.R.: Making learning fun: A taxonomy of intrinsic motivations for learning. In: Malone, T.W., Lepper, M.R. (eds.) Aptitude, learning and instruction III: Cognitive and affective process analysis, pp. 223–253. Lawrence Erlbaum, Hillsdale (1987)

    Google Scholar 

  6. Lepper, M.R., Cordova, D.I.: A desire to be taught: Instructional Consequences of Intrinsic Motivation. Motivation and Emotion 16, 187–208 (1992)

    Article  Google Scholar 

  7. Garris, R., Ahlers, R., Driskell, J.E.: Games, Motivation and Learning: A Research and Practice Model. Simulation & Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  8. Jenkins, H., Klopfer, E., Squire, K., Tan, P.: Entering the Education Arcade. ACM Computers in Entertainment 1(1) (2003)

    Google Scholar 

  9. Gee, J.P.: What video games have to teach us about learning and literacy, p. 225. Palgrave Macmillan, New York, Basingstoke (2003)

    Google Scholar 

  10. Van Eck, R.: Building Artificially Intelligent Learning Games. In: Gibson, D., Aldrich, C., Prensky, M. (eds.) Games and Simulations in Online Learning: Research and Development Frameworks. Information Science Publishing, Hershey (2007)

    Google Scholar 

  11. Martinez-Ortiz, I., Moreno-Ger, P., Sierra, J.L., Fernández-Manjón, B.: Production and Deployment of Educational Videogames as Assessable Learning Objects. In: First European Conference on Technology Enhanced Learning (ECTEL 2006). LNCS. Springer, Heidelberg (2006)

    Google Scholar 

  12. Squire, K.: Changing the game: What happens when video games enter the classroom. Innovate, Journal of Online Education, 1(6) (2005)

    Google Scholar 

  13. Moreno-Ger, P., Martínez-Ortiz, I., Sierra, J.L., Fernández-Manjón, B.: A Content-Centric Development Process Model. IEEE Computer 41(3), 24–30 (2008)

    Google Scholar 

  14. Mayes, T., De Freitas, S.: Review of e-learning theories, frameworks and models (2004)

    Google Scholar 

  15. Coffield, F., Moseley, D., Hall, E., Ecclestone, K.: Learning styles and pedagogy in post-16 learning, Learning Skills Research Centre (2004)

    Google Scholar 

  16. Aldrich, C.: Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. Pfeiffer, San Francisco (2005)

    Google Scholar 

  17. Kirriemur, J., McFarlane, A.: Literature review in games and learning., NESTA Futurelab, 8 (2004)

    Google Scholar 

  18. Mitchell, A., Savill-Smith, C.: The Use of Computer and Videogames for Learning: A Review of the Literature. Learning and Skills Development Agency, Trowbridge, Wiltshire (2004)

    Google Scholar 

  19. Hunicke, R., Chapman, V.: AI for Dynamic Difficulty Adjustment in Games. In: 19th Nineteenth National Conference on Artificial Intelligence (AAAI 2004), AAAI Press, San Jose, California (2004)

    Google Scholar 

  20. Savill-Smith, C.: The use of palmtop computers for learning: a review of the literature. British Journal of Educational Technology 36(3), 567–568 (2005)

    Article  Google Scholar 

  21. IMS Global Consortium. IMS Guidelines for Developing Accessible Learning Applications, Version 1.0 White Paper (2005) (cited March 2008), http://www.imsglobal.org/accessibility/index.html

  22. Vermunt, J.: The regulation of constructive learning processes. British Journal of Educational Psychology 68(2), 149–171 (1998)

    Google Scholar 

  23. Amory, A.: Building an Educational Adventure Game: Theory, Design and Lessons. Journal of Interactive Learning Research 12(2/3), 249–263 (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Zhigeng Pan Xiaopeng Zhang Abdennour El Rhalibi Woontack Woo Yi Li

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Torrente, J., Moreno-Ger, P., Fernandez-Manjon, B. (2008). Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2008. Lecture Notes in Computer Science, vol 5093. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69736-7_50

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-69736-7_50

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-69734-3

  • Online ISBN: 978-3-540-69736-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics