Rezultate 2016

T3.4 Diseminare

Denumire Conferinta: Interservice/Industry Training, Simulation and Education Conference I/ITSEC 2016
Locul desfasurarii: Orlando, Florida, USA
Perioada desfasurarii: 28/11/2016 - 02/12/2016

Titlu: Changing the fabric of learning content through the atomic learning approach
Autori: Ioana Andreea Stănescu, Antoniu Ștefan, Ancuța Florentina Gheorghe, Ion Roceanu, Jannicke Baalsrud Hauge
Abstract: Advances in Technology-Enhanced Learning (TEL) have brought new opportunities to augment learning experiences. As new tools and systems emerge, developing learning content remains a critical issue. Even if efforts to reduce redundancy by supporting reuse of learning content have been made and models such as the Sharable Content Object Reference Model makes it possible to reuse learning modules in a variety of different learning delivery tools, reusing learning content across a wide range of TEL applications continues to be a significant challenge. The ability to support the personalization of learning and assessment in smart environments via adaptive learning technologies depends extensively on the flexibility and elasticity of learning contents and of assessment methods that would enable the learning space be reshaped based on learners’ needs, performance, abilities, as well as on the learning objectives that have to be met. Current learning contents and assessment methods remain rigid, and pre-defined, while learning systems tend to be too assistive, demotivating learners and leading to distorted learning outcomes. They do not adopt a student-centred learning and do not present the required level of granularity to facilitate in-depth personalization. The approach presented in this paper advances the concept of atomic learning where learning atoms represent the smallest learning units that provide a higher degree of elasticity to learning contents. The paper explores how modular learning atoms can be grouped into packages to model/ reconfigure individual personalization needs in learning and assessment. The goal is to enable the partition of learning content and of assessment units according to certain criteria deriving from data collected on learners. A case study on applying the atomic learning approach for digital educational games is presented.

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Denumire Conferinta: Scientific Methods in Academic Research and Teaching (SMART 2016)
Locul desfasurarii: Timisoara, Romania
Perioada desfasurarii: 17/11/2016 - 20/11/2016

Titlu: Bridging learning and play: the digital game experience
Autori: Stefan Ioana Andreea, Stefan Antoniu, Beligan Daniel, Cirnu Carmen Elena
Abstract: Digital games provide rich environments where players can experiment choice, expression, creativity, success, or failure. In the last decade, digital games have been used to enhance learning settings both in school and in the workplace. However, Digital Educational Games (DEGs) have not matched the massive success of Entertaining Games (EGs). Both educational and entertainment games are constructed on set of rules that give players the opportunity to try new things, to develop strategies, and to be entertained by the play experience. What make EGs so successful among players? How should DEGs be constructed, in order to attract and engage players? How can fun and learning be balanced when constructing a DEGs? Should humour and curiosity be used as key motivational triggers? The authors address these questions and provide insights into the design challenges and the development processes of a DEG for foreign language learning.

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Denumire Conferinta: International Conference on Virtual Learning (ICVL 2016)
Locul desfasurarii: Craiova, Romania
Perioada desfasurarii: 29/10/2016

Titlu: Using Entertainment Games in Education
Autori: Ioana Andreea Stefan, Antoniu Stefan, Ancuta Florentina Gheorghe
Abstract: The designers of Digital Educational Games (DEGs) face the major challenge of successfully blending and balancing fun, learning, and assessment, while creating motivating and engaging experiences for players in ethical, accessibility aware settings. Unlike Entertainment Games (EGs), DEGs have as primary focus knowledge acquisition, employing EG mechanics and adapting them to serve pedagogical purposes that reunite learning objectives, skills’ development, and assessment metrics. Building upon the popularity of EGs, this research focuses on analysing how EGs could be customized for education and on discussing the potential of using pervasive EG mechanics to stimulate learning. The authors present a case study for the Pokemon GO game, synthetizing examples for key disciplines where the game could be applied as such or after customization.

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Denumire Conferinta: International Conference on Entertainment Computing 2016 (ICEC 2016)
Locul desfasurarii: Viena, Austria
Perioada desfasurarii: 27/09/2016 - 30/09/2016

Titlu: Using gamification mechanisms and digital games in structured and unstructured learning contexts
Autori: Ioana Andreea Stanescu, Antoniu Stefan, Jannicke Madeleine Baalsrud Hauge
Abstract: The transition from the pre-defined and often inflexible tools and practices of institutionalized mass-education towards dynamic and flexible learning contexts remains a challenge. Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic learning channels and enable pathways towards turning users into adaptive learners able to reach learning goals both in structured and unstructured contexts.

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Denumire Conferinta: International Scientific Conference "eLearning and Software for Education" (eLSE 2016)
Locul desfasurarii: Bucuresti, Romania
Perioada desfasurarii: 21/04/2016 - 22/04/2016

Titlu: Approaching assessment in educational games
Autori: Antoniu Stefan, Ioana Andreea Stanescu, Jannicke Baalsrud Hauge, Sylvester Arnab
Abstract: The use of games in education necessitates investigations on how to successfully transpose learning objectives and evaluation metrics into game settings, how to effectively assess player performance in the game, and also on how to overcome technical issues associated with the integration of Digital Educational Games (DEG) and Learning Management Systems (LMS). According to Bloom’s taxonomy, revised by Anderson in 2001, which is used to develop learning objectives, there are six categories in the cognitive process dimension that should be considered: remember, understand, apply, analyse, evaluate and create. Marzano and Kendall have proposed a new taxonomy (Fig. 1) that integrates three domains of knowledge - information, mental procedures, and psychomotor procedures - and six level of processing: retrieval, comprehension, analysis, knowledge utilization, metacognitive system, self-system. To construct DEGs that assess player’s performance in connection with these categories constitute a challenge. Digital games are in essence complex artefacts, whose design and development require extensive efforts both from pedagogical and technical points of view. While methods common to an assessment content are core to many DEGs (rewards, levels, leader boards), creating game assessment mechanisms that are motivating and even disruptive from traditional evaluation methods, and yet can be integrated into formal evaluation processes is still subject to research. This paper examines the design and development of assessment mechanisms for a language learning game, with the purpose of identifying how various assessment mechanisms can be applied in game contexts. The authors also discuss technical issues associated with interconnecting games and LMSs, exploring the possibility to automatically upload assessment criteria into the game and integrate game assessment reports into the LMS. This approach targets to implement a new level of flexibility in game development processes, enabling tutors to customize the assessment mechanisms within the game.



Alte rezultate obținute

Tip rezultat: WORKSHOP ICEC 2016
Denumire rezultat: International Conference on Entertainment Computing 2016 (ICEC 2016)
Locul desfasurarii: Viena,
Perioada desfasurarii:De la 27/09/2016 pâna la 30/09/2016

Titlu: Constructing and Experimenting Pervasive, Gamified Learning
Autori: J. M. Baalsrud Hauge, I. A. Stanescu, A. Stefan, T. Lim, S. Arnab
Abstract: Successfully blending real and virtual learning experiences remains challenging. Advances in mobile devices and especially in location-based technology have brought new opportunities for game-based, context-regulated experiences. Researchers and game designers have made efforts to model and manage the user context data, devices, and pervasive spaces, in order to enhance user experience. Recent successes in pervasive gaming, e.g. Pokemon GO, open new territories for explorations and applicability in learning contexts.

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