Integration of Game Based Learning Into a TEL Platform: Application to MOOCs.

Saved in:
Bibliographic Details
Title: Integration of Game Based Learning Into a TEL Platform: Application to MOOCs.
Authors: Maalejl, Wiem1 maalej.wiem@gmail.com, Pernelle, Philippe2 philippe.pernelle@univ-lyon1.fr, Marty, Jean-Charles1 jean-charles.marty@liris.cnrs.fr, Carron, Thibault3 thibault.carron@lip6.fr
Source: Proceedings of the European Conference on Games Based Learning. 2015, Vol. 1, p321-330. 10p.
Subject Terms: *Educational technology, *Educational games, *Academic motivation, *Massive open online courses, *College dropouts, *Gamification
Abstract: Some pedagogical activities proposed in the frame of TEL (Technology Enhanced Learning) are not motivating enough, even if the proposed activities are pedagogically effective. Indeed, the principle of following very linear learning paths with little flexibility is not motivating enough for the learner. The current example of MOOCs is quite significant of these phenomena according to the high dropout by learners. In this work, we propose a dual approach that characterizes both the playful and adaptive aspects for MOOCs. The gamification consists of introducing playful activities. Adaptation allows to define personalized learning paths for a student, according to his/her profile, representing the current skills, the preferences, the habits of this student. In our work, we are thus interested in playful and adaptive paths based on the skills of a learner/player in the game-based learning environment all along a learning session. We illustrate the feasibility of our approach with a case study on the "Claroline Connect" platform. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
Description
Abstract:Some pedagogical activities proposed in the frame of TEL (Technology Enhanced Learning) are not motivating enough, even if the proposed activities are pedagogically effective. Indeed, the principle of following very linear learning paths with little flexibility is not motivating enough for the learner. The current example of MOOCs is quite significant of these phenomena according to the high dropout by learners. In this work, we propose a dual approach that characterizes both the playful and adaptive aspects for MOOCs. The gamification consists of introducing playful activities. Adaptation allows to define personalized learning paths for a student, according to his/her profile, representing the current skills, the preferences, the habits of this student. In our work, we are thus interested in playful and adaptive paths based on the skills of a learner/player in the game-based learning environment all along a learning session. We illustrate the feasibility of our approach with a case study on the "Claroline Connect" platform. [ABSTRACT FROM AUTHOR]
ISSN:20490992