Indexing Serious Games to Meet Adaptive E-Learning System Needs

Indexing Serious Games to Meet Adaptive E-Learning System Needs

Yassine El Borji, Mohammed Khaldi
Copyright: © 2020 |Pages: 20
DOI: 10.4018/978-1-7998-1492-4.ch014
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Abstract

This chapter aims to strengthen the integration of serious games in the educational field by providing tools to monitor and assist the progress of learners/players. The main idea is to address the integration aspects and the deployment of serious games in adaptive e-learning systems based on the automatic package and the export of serious games as reusable learning objects (LO). This integration will allow SGs to benefit from the tracking and support features offered by the LMS. On the other hand, LMS can supplement their training offer and reach a certain maturity. The approach aims to meet the specific needs of SGs in terms of metadata so that they can be described, indexed, and capitalized. This is a new application profile of the IEEE LOM standard entitled “SGLOM” integrating fields to describe SGs not only in a technical sense but also by examining the pedagogical and playful criteria. The authors also focus on the integration and extraction aspects of SGs in an LMS using the ADL SCORM 2004 data model that defines how content can be packaged as a SCORM PIF (package interchange file).
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Problem And Justification Of Need

Serious Games provide teachers with an innovative and interactive tool that can be used to support new teaching models. Currently, there is a discussion about what contexts and educational environments are where Serious Games can be more adequate and profitable. But it is clear that the interactions of learners / players while playing a Serious Game can generate a huge amount of valuable information, if these interaction data are available and presented in a consistent way, they can be used with goals different such as monitoring and assistance of the learner or the evaluation of his activities in the game as he progresses.

So the major issue of Serious Games is what is called “tracking” or the monitoring and assistance of learners / players during their progress. It is a method that allows the systematic collection and analysis of information as learners progress and assess their skills by providing a global summary of their activities and an overview of modules or tools most frequently accessed or just used as points of entry / exit [Hallinan, M. T., 1994].

Tracking challenges for Serious Games:

  • The learner / player: to encourage his motivation and thus his learning by giving him advices to advance in the game;

  • The tutor / teacher: give visibility to the knowledge acquired through the use of the game;

  • The designer / engineer pedagogue: improve the game whether it is fun or educational in its following versions by detecting frequent mistakes of players;

  • The game environment: adapt the content offered to the player according to his performance;

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