286 research outputs found
Integration of virtual players into a pedagogical simulator
The development of learner activity is a key element in the improvement of ITS (Intelligent Tutoring Systems). In business simulation, the learner is stimulated by competition with other learners. In practice, it is not always possible to find enough participants, hence the idea of virtual player participation. The SIMPLUS system proposes a generic approach to this end and creates virtual players within a business simulation without modifying the simulation itself
Chronicle of a scenario graph: from expected to observed learning path
International audienceThis paper proposes an analysis of student paths into the scenario graph for a learning game that uses a formal model of serious games understandable and usable by teachers. Screenwriting, implemented with a mental map, includes an expected path: the one that includes the most interesting nodes of the scenario graph from the point of view of the teacher, and achieves the training objectives. Through the analysis of the path taken by the students, we will show the advantages and the benefits of this screenwriting. For that we indicate the different paths, the exit points (nodes presenting the case of abandonment of the student) and the various categories of paths (with achievement or non- achievement of training objectives). Finally, we propose solutions (tools and methods) to improve the reengineering process and the design of the scenario by the teachers
DISCO, a Formal Model of Serious Games to Help Teachers at the Design Stage
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
Building on the Case Teaching Method to Generate Learning Games Relevant to Numerous Educational Fields
University teachers often feel the need to try innovative learning
technologies such as Learning Games to motivate the new generation of students.
However, the typically limited resources of universities coupled with the high
cost of designing and developing Learning Games result in it rarely being
feasible to meet this need. To address this challenging problem, we have
designed a framework that allows teachers to create their own Learning Games
with very little or no help from developers and graphic designers. This
framework, tested and validated by several university teachers, is suited to a
wide variety of educational fields because it generates Learning Games based on
the widely-used case teaching method.Comment: International Conference on Advanced Learning Technologies, ICALT,
Beijing : China (2013
Влияние автономного инвертора напряжения с синусоидальной широтно-импульсной модуляцией на устойчивость системы электропривода
A method for calculating conditions subharmonic stable AC systems, taking into account the discrete of voltage autonomous inverter with sinusoidal PWM based on which the stable area of AC engine drive
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