SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features.

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Title: SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features.
Authors: El Borji, Yassine1 yelborji@uae.ac.ma, El Haji, Essaid2
Source: International Journal of Emerging Technologies in Learning. 2022, Vol. 17 Issue 9, p257-272. 16p.
Subject Terms: *Metadata, *Young adults, *Learning management system, *Educational games, Video game culture, Virtual reality
Abstract: Compared to the conventional approach of e-learning, serious games are playing an increasingly important role in the educational sphere and reached a certain maturity to become a possible alternative to traditional methods of learning that is often seen as restrictive and boring sometimes by learners. This is due to the fact that young people today are familiar with new technologies and virtual worlds outside schools as part of their leisure. A habit that enable these young people to be immediately in the heart of the matter since they already have a video game culture (gameplay) that allows them to focus on the main message. However, the integration of serious games in the learning process still limited since they don't provide efficient features for monitoring and assessing learner (player) interactions and decisions without breaking the nonlinearity of the game in order to show them the consequences of their decisions, a limit that has been proven in a previous comparative study [1]. In this paper we address the aspects of serious games (Robocode as example) integration and deployment into LMS (Dokeos as example) based on the automatic packaging and exportation of serious games as reusable learning objects (LO) that can be easily distributed through any LMS. This integration uses the ADL SCORM data model that defines how content may be packaged as a Package Interchange File (PIF), and the IEEE LOM Application Profile "SG-LOM" [2] as metadata description to describe every level of SCORM since the standard LOM doesn't meets the particular needs of serious games. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) 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
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  Data: SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features.
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Emerging+Technologies+in+Learning%22">International Journal of Emerging Technologies in Learning</searchLink>. 2022, Vol. 17 Issue 9, p257-272. 16p.
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  Data: Compared to the conventional approach of e-learning, serious games are playing an increasingly important role in the educational sphere and reached a certain maturity to become a possible alternative to traditional methods of learning that is often seen as restrictive and boring sometimes by learners. This is due to the fact that young people today are familiar with new technologies and virtual worlds outside schools as part of their leisure. A habit that enable these young people to be immediately in the heart of the matter since they already have a video game culture (gameplay) that allows them to focus on the main message. However, the integration of serious games in the learning process still limited since they don't provide efficient features for monitoring and assessing learner (player) interactions and decisions without breaking the nonlinearity of the game in order to show them the consequences of their decisions, a limit that has been proven in a previous comparative study [1]. In this paper we address the aspects of serious games (Robocode as example) integration and deployment into LMS (Dokeos as example) based on the automatic packaging and exportation of serious games as reusable learning objects (LO) that can be easily distributed through any LMS. This integration uses the ADL SCORM data model that defines how content may be packaged as a Package Interchange File (PIF), and the IEEE LOM Application Profile "SG-LOM" [2] as metadata description to describe every level of SCORM since the standard LOM doesn't meets the particular needs of serious games. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) 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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        Value: 10.3991/ijet.v17i09.29503
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        Text: English
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      – SubjectFull: Young adults
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      – SubjectFull: Learning management system
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      – SubjectFull: Virtual reality
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      – TitleFull: SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features.
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              Text: 2022
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