3,043 research outputs found

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Making Legacy LMS adaptable using Policy and Policy templates

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    Koesling, A., Herder, E., De Coi, J., & Abel, F. (2008). Making Legacy LMS adaptable using Policy and Policy templates. In J. Baumeister & M. AtzmĂŒller, Proceedings of the 16th Workshop on Adaptivity and User Modeling in Interactive System, ABIS 2008 (pp. 35-40). October, 6-8, 2008, WĂŒrzburg, Germany: University of WĂŒrzburg. Website with link to proceedings: http://lwa08.informatik.uni-wuerzburg.de/Wiki.jsp?page=FGABIS08In this paper, we discuss how users and designers of existing learning management systems (LMSs) can make use of policies to enhance adaptivity and adaptability. Many widespread LMSs currently only use limited and proprietary rule systems defining the system behaviour. Personalization of those systems is done based on those rule systems allowing only for fairly restricted adaptation rules. Policies allow for more sophisticated and flexible adaptation rules, provided by multiple stakeholders and they can be integrated into legacy systems. We present the benefits and feasibility of our ongoing approach of extending an existing LMS with policies. We will use the LMS ILIAS as a hands-on example to allow users to make use of system personalization.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org

    The WYRED project: A Technological Platform for a generative research and dialogue about youth perspectives and interests in digital society

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    García-Peñalvo, F. J. (2016). The WYRED Project: A Technological Platform for a Generative Research and Dialogue about Youth Perspectives and Interests in Digital Society. Journal of Information Technology Research, 9(4), vi-x

    Mobile Learning Technology Acceptance Among Saudi Higher Education Students

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    The rapid development of technology has encouraged Saudi universities to establish initiatives to improve learning. Mobile learning technology is one of the technologies targeted by eLearning and distance education deanships among Saudi universities. However, few studies have been done in investigating mobile learning technology acceptance in the Saudi context. This study aims to provide policy and decision makers in the Saudi higher education with reliable data in order to employ mobile learning technology in learning process. Therefore, this study modified Unified Theory of Acceptance and Use of Technology (UTAUT) to investigate students’ acceptance of mobile learning technology. To this end, seven questions were proposed to explore the effect of learning expectancy, effort expectancy, social influence, facilitating conditions, mobile learning technology characteristics, and self-management of learning on students’ behavioral intentions and use behaviors of mobile learning technology. In addition, age, gender, and eLearning experience were proposed to moderate such an effect. This study employed sequential mixed method to procced the exploration. A questionnaire and semi-structured interview were developed to collect the data. 1203 participants were included in the quantitative data collection while fifteen participants were included in the qualitative data collection. Multiple regression analyses were used in the quantitative analysis and thematic analysis was used in the qualitative analysis. The results of this study assert that learning expectancy, effort expectancy, social influence, and mobile learning characteristics are significant predictors of students’ intentions to use mobile learning technology regardless the moderating effects of gender, age, and eLearning experience. Unexpectedly, the social influence construct is the only construct that was moderated by gender where men show a stronger behavioral intention to use mobile learning than women. Facilitating conditions and self-management of learning in this study were found insignificant constructs in predicting students’ behavioral intention and use behavior of mobile learning technology. These findings are justified in the literature of UTAUT. The exploratory analysis revealed an interesting finding that distance education students showed significantly higher intentions to use mobile learning technology than on-campus students, but there was no significant difference between them in the actual use of mobile learning technology
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