Abstract
Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easier, faster, and more cost effectively. The software assets discussed here represent a modular approach for fostering learning in applied games. These assets address four main pedagogical functions: competency structures (i.e., logical order for learning), motivation, performance support (i.e., guidance to maintain learning), and adaption to the player’s personality.
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Acknowledgements
This work has been partially funded by the EC H2020 project RAGE (Realising and Applied Gaming Eco-System); http://www.rageproject.eu/; Grant agreement no. 644187. This document reflects only the views of the authors and the European Commission is not responsible for any use that may be made of the information it contains.
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Maurer, M. et al. (2017). Efficient Software Assets for Fostering Learning in Applied Games. In: Beck, D., et al. Immersive Learning Research Network. iLRN 2017. Communications in Computer and Information Science, vol 725. Springer, Cham. https://doi.org/10.1007/978-3-319-60633-0_14
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DOI: https://doi.org/10.1007/978-3-319-60633-0_14
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