Game-Like Simulations for Online Adaptive Learning: A Case Study

  • Javier Torrente
  • Pablo Moreno-Ger
  • Baltasar Fernández-Manjón
  • Ángel del Blanco
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5670)


Serious games are becoming a powerful tool in education. However, there are still open issues needing further research to generalize the use of videogames and game-like simulations in the educational system. On the one hand, how to take advantage of the videogames’ inherent adaptation behaviour in order to maximize the effectiveness of the learning experiences is still a world worth to be explored. On the other, there is still a need to develop mechanisms to track and evaluate the performance of the students when they use these learning tools. Finally, it is necessary to elaborate further game-based learning architectures that facilitate the delivery and distribution of the games to the students. In this paper we propose how to deal with all these issues taking also into account other relevant aspects such as development cost and instructor implication. This is exemplified with the HCT game, produced in cooperation with professors of the Complutense University School of Medicine at Madrid.


Game-based learning game-like simulation assessment adaptation learning management system 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Aldrich, C.: Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences. Pfeiffer, San Francisco (2005)Google Scholar
  2. 2.
    Gee, J.: Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Publishing (2007)Google Scholar
  3. 3.
    Prensky, M.: Digital Game Based Learning. McGraw-Hill, New York (2001)Google Scholar
  4. 4.
    Garris, R., Ahlers, R., Driskell, J.E.: Games, Motivation and Learning: A Research and Practice Model. Simulation & Gaming 33, 441–467 (2002)CrossRefGoogle Scholar
  5. 5.
    Mayo, M.: Games for science and engineering education. Communications of the ACM 50, 30–35 (2007)CrossRefGoogle Scholar
  6. 6.
    Malone, T.: What makes computer games fun? Byte 6, 258–276 (1981)Google Scholar
  7. 7.
    Van Eck, R.: Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review 41, 16–30 (2006)Google Scholar
  8. 8.
    Wexler, S., Corti, K., Derryberry, A., Quinn, C., Barneveld, A.: 360 Report on Immersive Learning Simulations. The eLearning Guild (2008)Google Scholar
  9. 9.
    Kirriemur, J., McFarlane, A.: Literature review in games and learning. NESTA Futurelab Series. NESTA Futurelab., Bristol (2004)Google Scholar
  10. 10.
    McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the educational use of games. TEEM: Teachers Evaluating Educational Multimedia (2002)Google Scholar
  11. 11.
    Moreno-Ger, P., Burgos, D., Sierra, J.L., Fernández-Manjón, B.: Educational Game Design for Online Education. Computers in Human Behavior 24, 2530–2540 (2008)CrossRefGoogle Scholar
  12. 12.
    Torrente, J., Moreno-Ger, P., Fernández-Manjón, B., Sierra, J.L.: Instructor-oriented Authoring Tools for Educational Videogames. In: 8th International Conference on Advanced Learning Technologies (ICALT 2008), pp. 516–518. IEEE Computer Society, Santander (2008)CrossRefGoogle Scholar
  13. 13.
    Brusilovsky, P.: Adaptive Educational Systems on the World-Wide-Web: A Review of Available Technologies. In: WWW-Based Tutoring Workshop at 4th International Conference on Intelligent Tutoring Systems (ITS 1998), San Antonio (1998)Google Scholar
  14. 14.
    Paramythis, A., Loidl-Reisinger, S.: Adaptive Learning Environments and eLearning Standards. Electronic Journal of eLearning 2, 181–194 (2004)Google Scholar
  15. 15.
    Robin, H.: The case for dynamic difficulty adjustment in games. In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. ACM, Valencia (2005)Google Scholar
  16. 16.
    Peirce, N., Conlan, O., Wade, V.: Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences. In: Second IEEE International Conference on Digital Games and Intelligent Toys Based Education, pp. 28–35. IEEE Computer Society, Banff (2008)Google Scholar
  17. 17.
    Torrente, J., Moreno-Ger, P., Fernández-Manjón, B.: Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds.) Edutainment 2008. LNCS, vol. 5093, pp. 463–474. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  18. 18.
    Mayes, T., De Freitas, S.: Review of e-learning theories, frameworks and models. Commissioned review report as part of the JISC-funded e-pedagogy desk study on e-learning models (2004)Google Scholar
  19. 19.
    Moreno-Ger, P., Blesius, C., Currier, P., Sierra, J.L., Fernández-Manjón, B.: Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations. In: Pan, Z., Cheok, D.A.D., Müller, W., El Rhalibi, A. (eds.) Transactions on Edutainment I. LNCS, vol. 5080, pp. 288–304. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  20. 20.
    Moreno-Ger, P., Martínez-Ortiz, I., Sierra, J.L., Fernández-Manjón, B.: A Content-Centric Development Process Model. IEEE Computer 41, 24–30 (2008)CrossRefGoogle Scholar
  21. 21.
    Gilleade, K.M., Dix., A.: Using frustration in the design of adaptive videogames. In: ACM SIGCHI International Conference on Advances in computer entertainment technology (2004)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Javier Torrente
    • 1
  • Pablo Moreno-Ger
    • 1
  • Baltasar Fernández-Manjón
    • 1
  • Ángel del Blanco
    • 1
  1. 1.<e-UCM> Research GroupUniversidad Complutense de MadridMadridSpain

Personalised recommendations