TY - GEN
T1 - Efficient software assets for fostering learning in applied games
AU - Maurer, Matthias Thomas
AU - Nussbaumer, Alexander
AU - Steiner, Christina
AU - Albert, Dietrich
AU - van der Vegt, Wim
AU - Nadolski, Rob
AU - Nyamsuren, Enkhbold
PY - 2017
Y1 - 2017
N2 - 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.
AB - 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.
U2 - 10.1007/978-3-319-60633-0_14
DO - 10.1007/978-3-319-60633-0_14
M3 - Conference paper
SN - 978-3-319-60632-3
T3 - Communications in Computer and Information Science
SP - 170
EP - 182
BT - Immersive Learning Research Network
A2 - Beck, Dennis
A2 - Allison, Colin
A2 - Morgado, Leonel
A2 - Pirker, Johanna
A2 - Khosmood, Foaad
A2 - Richter, Jonathon
A2 - Gütl, Christian
PB - Springer
CY - Cham
T2 - iLRN 2017
Y2 - 26 June 2017 through 29 June 2017
ER -