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Efficient software assets for fostering learning in applied games

  • Matthias Maurer
  • , Alexander Nussbaumer
  • , Christina Steiner
  • , Wim Van Der Vegt
  • , Rob Nadolski
  • , Enkhbold Nyamsuren
  • , Dietrich Albert

Research output: Chapter in Book/Report/Conference proceedingsConference proceedingpeer-review

Abstract

Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easier, faster, and more cost effectively. The software assets discussed here represent a modular approach for fostering learning in applied games. These assets address four main pedagogical functions: competency structures (i.e., logical order for learning), motivation, performance support (i.e., guidance to maintain learning), and adaption to the player’s personality.

Original languageEnglish
Title of host publicationImmersive Learning Research Network - 3rd International Conference, iLRN 2017, Proceedings
EditorsDennis Beck, Foaad Khosmood, Johanna Pirker, Christian Gutl, Leonel Morgado, Colin Allison, Jonathon Richter
PublisherSpringer Verlag
Pages170-182
Number of pages13
ISBN (Print)9783319606323
DOIs
Publication statusPublished - 2017
Externally publishedYes
Event3rd International Conference on Immersive Learning Research Network, iLRN 2017 - Coimbra, Portugal
Duration: 26 Jun 201729 Jun 2017

Publication series

NameCommunications in Computer and Information Science
Volume725
ISSN (Print)1865-0929

Conference

Conference3rd International Conference on Immersive Learning Research Network, iLRN 2017
Country/TerritoryPortugal
CityCoimbra
Period26/06/1729/06/17

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

Keywords

  • Applied gaming
  • CbKST
  • Learning analytics
  • Motivation maintenance
  • Performance support
  • Personality adaption

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