Archive | 2019

A novel approach and software component for supporting competence-based learning with serious games

 
 
 
 
 

Abstract


Digital educational games constitute a major opportunity for acquiring knowledge and competences in a different way than traditional classroomand technology-based methods. This paper presents a novel approach for a game component that structures the game play in an adaptive way. This approach consists of a combination of three learning theories and techniques. First, Competencebased Knowledge Space Theory is used structure a knowledge domain into competences and game situations. Second, the Leitner system of flashcards is used to establish structured and timed repetition of competences to be acquired. Third, the Ebbinghaus forgetting curve is taken into account to model forgetting learned competences. This approach has been implemented as a game component in line with the games component architecture of the RAGE project. The design and development of this component followed the requirements of the French games company Kiupe that includes it in its environment of games and mini-games.

Volume None
Pages 6009-6015
DOI 10.21125/INTED.2019.1469
Language English
Journal None

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