STUDENT MODELLING IN A WEB-BASED PLATFORM FOR LEARNING GAMES COMPOSING
Autor: | Aneliya Ivanova, V. T. Atanasov |
---|---|
Rok vydání: | 2017 |
Předmět: |
Computer science
WEB Based Learning 02 engineering and technology Documentation computer.software_genre 01 natural sciences Platform for Learning Games Composing Student Model Information 0103 physical sciences 0202 electrical engineering electronic engineering information engineering Web application lcsh:Science (General) 010302 applied physics Multimedia Science and knowledge Learning Game business.industry Librarianship Institution Publications Computer Learning Game School Education 020201 artificial intelligence & image processing business computer Organization lcsh:Q1-390 |
Zdroj: | Trakia Journal of Sciences, Vol 15, Iss 3, Pp 285-291 (2017) |
ISSN: | 2066-026X |
DOI: | 10.12753/2066-026x-17-040 |
Popis: | The aim of this work is to outline the necessity for designing a new type of student model intended to serve a WEB based platform for interdisciplinary learning games composing as well as to introduce the process of synthesis of the model. Using the benefits of the computer game in the classroom without conforming the didactical aspects, could produce results slightly different from the main pedagogical objectives. Because of the specific nature of the game and playing there are not established yet standards supporting the learning process based on computer games. This circumstance determines the complexity of the synthesis of a student model that is to be built in a learning game. This paper discusses the idea about a WEB based platform for learning game composing which follows a new model of the student in a learning game, based on a certain didactical model. Methods: The model is synthesized on the base of a preliminarily defined didactical model and outlines the basic fields, corresponding to the process of acquiring knowledge using a learning game. A substantial differences between traditional e-Learning and game based learning approaches are examined. Results: The basic concept and notation of the proposed student model is presented and further the model is described in details. The model is organized in three areas, reflecting activities, individualities and knowledge of the students: Interaction area, Archetype area and Competence area. The model areas are embraced by a Stimulus environment giving the context of the model, namely that the model represents a student who learns while playing a learning game. The main advantage of the model is the convergence of the computer game and the didactical approach in a stimulus environment for learning. The proposed model could be used not only for a learning game referred to a specific subject domain, but also for a WEB-based platform for interdisciplinary learning games composing. |
Databáze: | OpenAIRE |
Externí odkaz: |