Integration of Game Based Learning Into a TEL Platform: Application to MOOCs.
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| Title: | Integration of Game Based Learning Into a TEL Platform: Application to MOOCs. |
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| 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 |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 114725728 AccessLevel: 6 PubType: Conference PubTypeId: conference PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Integration of Game Based Learning Into a TEL Platform: Application to MOOCs. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Maalejl%2C+Wiem%22">Maalejl, Wiem</searchLink><relatesTo>1</relatesTo><i> maalej.wiem@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Pernelle%2C+Philippe%22">Pernelle, Philippe</searchLink><relatesTo>2</relatesTo><i> philippe.pernelle@univ-lyon1.fr</i><br /><searchLink fieldCode="AR" term="%22Marty%2C+Jean-Charles%22">Marty, Jean-Charles</searchLink><relatesTo>1</relatesTo><i> jean-charles.marty@liris.cnrs.fr</i><br /><searchLink fieldCode="AR" term="%22Carron%2C+Thibault%22">Carron, Thibault</searchLink><relatesTo>3</relatesTo><i> thibault.carron@lip6.fr</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2015, Vol. 1, p321-330. 10p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Academic+motivation%22">Academic motivation</searchLink><br />*<searchLink fieldCode="DE" term="%22Massive+open+online+courses%22">Massive open online courses</searchLink><br />*<searchLink fieldCode="DE" term="%22College+dropouts%22">College dropouts</searchLink><br />*<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: 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] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>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.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 10 StartPage: 321 Subjects: – SubjectFull: Educational technology Type: general – SubjectFull: Educational games Type: general – SubjectFull: Academic motivation Type: general – SubjectFull: Massive open online courses Type: general – SubjectFull: College dropouts Type: general – SubjectFull: Gamification Type: general Titles: – TitleFull: Integration of Game Based Learning Into a TEL Platform: Application to MOOCs. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Maalejl, Wiem – PersonEntity: Name: NameFull: Pernelle, Philippe – PersonEntity: Name: NameFull: Marty, Jean-Charles – PersonEntity: Name: NameFull: Carron, Thibault IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Text: 2015 Type: published Y: 2015 Identifiers: – Type: issn-print Value: 20490992 Numbering: – Type: volume Value: 1 Titles: – TitleFull: Proceedings of the European Conference on Games Based Learning Type: main |
| ResultId | 1 |