Integrating Adaptive Games in Student-Centered Virtual Learning Environments

Integrating Adaptive Games in Student-Centered Virtual Learning Environments

Ángel del Blanco (Universidad Complutense de Madrid, Spain), Javier Torrente (Universidad Complutense de Madrid, Spain), Pablo Moreno-Ger (Universidad Complutense de Madrid, Spain) and Baltasar Fernández-Manjón (Universidad Complutense de Madrid, Spain)
Copyright: © 2010 |Pages: 15
DOI: 10.4018/jdet.2010070101
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The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student’s needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students’ performance for assessment purposes, but integrating the games in the educational flow presents technical and practical challenges. Moreover, their eventual integration should be accomplished according to the current standardization trends in e-Learning to simplify general adoption. Barriers still exist between the gaming and e-Learning communities, preventing their mutual interaction. In this work, the authors present a middle-ware to bridge this gap, integrating adaptive educational video games in e-Learning environments with a special focus on the ongoing standardization efforts.
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Vles: Assessment, Adaptation And Standards

VLEs are rapidly evolving, giving the instructor more support and advanced tools to create complex online learning experiences. However, the increasing complexity of the content, including highly interactive materials such as educational video games, requires further support for the instructors. The new VLEs need to facilitate tasks such as tracking the progress and the skills acquired by the student within the games, as well as to adapt the learning experiences to the specific needs of each student.

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