79 research outputs found

    A Conceptual Teacher-Learner Model for a Collaborative Learning with Serious Games

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    This paper introduces a conceptual Teacher-Learner framework for a collaborative learning with serious games. An initial study identified twelve attributesof educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with a game. A considerable number of serious games have been developed over the last ten years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers; it is difficult to justify claims that a specific game meets the learner’s requirements and/or expectations. This paper defines a conceptual model for serious games that will contribute to their design and the measurement of achievement in meeting the learners’ requirements

    Validation of Serious Games Attributes Using the Technology Acceptance Model

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    The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning

    IAMS framework: a new framework for acceptable user experiences for integrating physical and virtual identity access management systems

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    The modern world is populated with so many virtual and physical Identity Access Management Systems (IAMSs) that individuals are required to maintain numerous passwords and login credentials. The tedious task of remembering multiple login credentials can be minimised through the utilisation of an innovative approach of single sign-in mechanisms. During recent times, several systems have been developed to provide physical and virtual identity management systems; however, most have not been very successful. Many of the available systems do not provide the feature of virtual access on mobile devices via the internet; this proves to be a limiting factor in the usage of the systems. Physical spaces, such as offices and government entities, are also favourable places for the deployment of interoperable physical and virtual identity management systems, although this area has only been explored to a minimal level. Alongside increasing the level of awareness for the need to deploy interoperable physical and virtual identity management systems, this paper addresses the immediate need to establish clear standards and guidelines for successful integration of the two medium

    Security, user experience, acceptability attributes for the integration of physical and virtual identity access management systems

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    A number of systems have been developed in the recent history to provide physical and virtual identity management systems; however, most have not been very successful. Furthermore, alongside increasing the level of awareness for the need to deploy interoperable physical and virtual identity management systems, there exists an immediate need for the establishment of clear standards and guidelines for the successful integration of the two mediums. The importance and motivation for the integration of the two mediums is discussed in this paper with respect to three perspectives: Security, which includes identity; User Experience, comprising Usability; and Acceptability, containing Accessibility. Not many systems abide by such guidelines for all of these perspectives; thus, our proposed system (UbIAMS) aims to change this and provide its users with access to their services from any identity access management system rather than merely providing access to a specific set of system

    DISCO, a Formal Model of Serious Games to Help Teachers at the Design Stage

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    International audienceThis paper proposes a formal model of serious game understandable and usable by teachers in higher education. Serious games are often mentioned in higher education, but their use is restricted other than for teachers always looking for renewal. Indeed, there is a lack of tools to facilitate their creation and use, especially for teachers. This article presents serious games of the type case study designed empirically. To overcome this empirical aspect, we derive a formal model of serious play and methodology closely associating teachers in the creative process. We want to improve no only the design stage but also the use of serious games produced by teachers with their students. This model, called DISCO, will be the basis of a current work including an experimental approach taking into account the context of the job of teachers

    Un modèle formel de jeux sérieux de type étude de cas pour l’enseignement supérieur : le modèle DISCO

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    National audienceCet article propose un modèle formel de jeux sérieux utilisable et compréhensible par les enseignants du supérieur. Depuis quelques années ces derniers sont confrontés à de multiples évolutions de leur métier dues à des facteurs divers : nouvelles générations d’étudiants connectés, apparition des MOOC ou encore usage des jeux sérieux. Ces derniers ont fait l’objet de nombreux appels d’offres ou d’appels à projets dans l’enseignement supérieur, mais leur usage est restreint en dehors des pionniers toujours en quête de renouveau. De fait, les outils facilitant leur création et leur usage manquent, en particulier à destination des enseignants. Cet article présente une famille de jeux sérieux de type études de cas conçus de manière empirique. Pour dépasser cet aspect empirique, nous extrayons un modèle formel de jeux sérieux et une méthodologie impliquant fortement les enseignants au processus de création. Nous souhaitons ainsi améliorer à la fois l’étape de conception mais aussi l’usage des jeux sérieux produits par les enseignants et leurs étudiants. Ce modèle, baptisé DISCO, sera la base d’un travail suivi d’une démarche expérimentale prenant en compte le contexte de travail des enseignants et dont les premiers jalons sont donnés ici

    Designing an application to support game-based learning: gathering functional requirements from a qualitative approach

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    This article seeks to contribute to the deepening of knowledge when designing game-based learning activities. During the design process, the specification stage is particularly relevant, being the functional requirements an important component of this process. Qualitative approaches to its gathering have gained relevance and aroused interest within the scientific community, being of most importance to describe studies that use these methodologies. This study describes the gathering of functional requirements, from a qualitative approach, to design an application for cataloging and evaluating educational games. A focus group of eight experts was set up; the functional requirements of the application were gathered according to the Communicative Design Paradigm, aiming to identify the indicators of the proposed application, using the Octalysis gamification framework.in publicatio
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