Adventure Game Learning Platform

Adventure Game Learning Platform

Miroslav Minovic (University of Belgrade, Serbia), Velimir Štavljanin (University of Belgrade, Serbia), Miloš Milovanovic (University of Belgrade, Serbia) and Dušan Starcevic (University of Belgrade, Serbia)
DOI: 10.4018/978-1-61350-456-7.ch416
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Educational games display great potential as an active form of knowledge transfer. This research field is young, but some patterns in educational game development can be recognized. In this paper, the authors present a new approach to educational game development that overcomes some downsides of more traditional systems. The paper provides the opportunity to create an educational adventure game by using specialized software tool as well as integrating knowledge in that specific game instance. As a result of that process, game definition is created as a form of XML document. On the other side, a web-based interpreter is used to present the adventure game to user in runtime. XML format provides us with platform independency. By use of this tool, the educator gains the ability to create an educational game without programming knowledge, and to reuse some previously created knowledge.
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2. E-Learning

Term e-learning is more and more in use and it means using modern information and communication technologies in the learning process. During the 80’s e-learning was only „computer-based training” and „computer-assisted instruction“. But technological progress has given another dimension to the learning process. Today learning has been made possible regardless of time and place. The latest development enables learning on mobile technology.

E-learning is every aspect of learning using electronic media. This type of learning uses network for interaction. This network can be Internet, university network or any other computer network. E-learning has several types of patterns. It can be individual or group. Group can be synchrony, asynchrony and combined.

E-learning, therefore, is an approach to facilitate and enhance learning through both computer and communications technology. Such devices can include personal computers, CDROMs, Television, PDAs, MP3 Players, and Mobile Phones. Communications technology enables the use of the Internet, email, discussion forums, WIKIs, collaborative software, classroom management software and team learning systems.

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