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Designing Empathic Learning Games to Improve Emotional Competencies (Intelligence) Using Learning Objects [a work in progress] PROCEEDINGS

, Center for Knowledge, Learning & Progress, United States ; , Education Products Information Exchange (EPIE), United States

EdMedia + Innovate Learning, in Honolulu, HI, USA ISBN 978-1-880094-73-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Two emerging sciences can be used for the design of empathic learning games. First, the realm of emotional competencies (or intelligence) was popularized by Goleman (1995) and a science of emotional competency has arisen. This science is described by Matthews, Zeidner and Roberts (2007). A second realm of science, the science of operationally defined knowledge in the form of Learning Objects is documented by Priest & Komoski as described in a 2004 AACE paper. There has also arisen the independent, burgeoning realm of online games which has been a process more driven by the technology and the art of game design, than any science. Overall, we are striving to inform those involved in the above three areas of on-going development with information about the commonalities of their purposes and about the opportunities to improve learning when the three areas are considered together. A mentor-based prototype environment is also described using techniques pioneered by Vygotsky (ZPD).

Citation

Priest, W.C. & Komoski, P.K. (2009). Designing Empathic Learning Games to Improve Emotional Competencies (Intelligence) Using Learning Objects [a work in progress]. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 694-700). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 16, 2018 from .

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