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    Game-based e-learning applications of e-tester

    19578_downloaded_stream_96.pdf (98.78Kb)
    Access Status
    Open access
    Authors
    Dreher, Heinz
    Williams, Robert
    Guetl, C.
    Maurer, H.
    Date
    2005
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Dreher, Heinz and Williams, Robert and Guetl, Christian and Maurer, Hermann. 2005. : Game-based e-learning applications of e-tester, in Kommers, P. and Richards, G. (ed), World Conference on Educational, Multimedia, Hypermedia and Telecommunications (Ed-Media 2005), Jun 27 2005, pp. 4912-4917. Montreal, Canada: Association for the Advancement of Computing in Education.
    Source Title
    Proceedings of the World Conference on Educational, Multimedia, Hypermedia and Telecommunications (Ed-Media 2005)
    Source Conference
    World Conference on Educational, Multimedia, Hypermedia and Telecommunications (Ed-Media 2005)
    Faculty
    Curtin Business School
    School of Information Systems
    School
    Centre for Extended Enterprises and Business Intelligence
    Remarks

    Copyright by AACE. Reprinted from the [World Conference on Educational, Multimedia, Hypermedia and Telecommunications (Ed-Media 2005), pp. 4912-4917, Montreal, Canada, Jun 27 2005. Association for the Advancement of Computing in Education, Canada.] with permission of AACE (http://www.aace.org).

    URI
    http://hdl.handle.net/20.500.11937/14320
    Collection
    • Curtin Research Publications
    Abstract

    Adaptive E-Learning systems may be a supportive solution for a wide range of learning applications. In order to complement common learning paradigms in computer-based education the digital game-based learning paradigm is an interesting alternative, through which we can increase motivation, intrigue learners for a new or a previously boring subject, and provide another, more relaxing environment for self-assessment and testing. Despite of these advantages, one main shortcoming is that the creation of game stories and curriculum-relevant game content is an enormous workload for teachers and learning content providers. In order to reduce the learning game creation effort, we propose an enhanced digital game-based learning approach by applying a flexible game shell in combination with auto-generated questions based on the course content and automatic assessment of natural language answers. On the basis of requirements within the AdeLE research project and application scenarios, our development approach as well as the first prototype implementation are highlighted. First experiences and tests based on the prototype implementation are promising.

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