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Automatically Generating Game-based Assessments for Dynamically Selected Learning Objects
PROCEEDINGS

, IBM Tivoli Education, United States ; , IBM Technical Learning, United States ; , IBM User Technologies, United States ; , , IBM Design & Information Development, United States ; , IBM Technical Learning, United States

EdMedia + Innovate Learning, in Montreal, Canada ISBN 978-1-880094-56-3 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This paper describes an approach to affordably integrating quality gaming capabilities into a learning experience that has been dynamically constructed from existing learning objects by a learner, content developer, or instructional designer. The concept of embedding gaming in learning experiences has grown in popularity among e-learning professionals with 98% reporting that they are interested in a learning process that uses computer games. At the same time, however, only 4% are currently using computer games in their e-learning delivery (Masie, 2003). Two major deterrents are the costs associated with creating high-quality, custom games and the industry shift towards personalized learning experiences derived from selected, smaller learning objects. The approach described in this paper overcomes obstacles related to the cost of game-based scenario creation and the dynamic assembly of smaller learning objects for personalized learning.

Citation

Nesbitt, P., Bagley, E., Coleman, M., Johnson, M., Dawson, C. & Ross, D. (2005). Automatically Generating Game-based Assessments for Dynamically Selected Learning Objects. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 4330-4337). Montreal, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved November 17, 2019 from .

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