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Teaching with game-based learning management systems: Exploring a pedagogical dungeon

Author

Listed:
  • Thibault Carron

    (University of Savoie, France, thibault.carron@univ-savoie.fr)

  • Jean-Charles Marty

    (University of Savoie, France, jean-charles.marty@univ-savoie.fr)

  • Jean-Mathias Heraud

    (University of Savoie, France, jm.heraud@esc-chambery.fr)

Abstract

The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar to the exploration of a dungeon, where each student collects knowledge related to a learning activity. In the first part of this article, the authors focuses on a description of how concepts of learning activities can be represented in the dungeon view. The second part deals with the support of the observation task for the teacher during a learning session and more generally with providing users with awareness. The authors thus propose a multiagent system using data collected from traces resulting from the collaborative learning activity. Finally, this environment allowed the authors to set up experiments with students at their university.

Suggested Citation

  • Thibault Carron & Jean-Charles Marty & Jean-Mathias Heraud, 2008. "Teaching with game-based learning management systems: Exploring a pedagogical dungeon," Simulation & Gaming, , vol. 39(3), pages 353-378, September.
  • Handle: RePEc:sae:simgam:v:39:y:2008:i:3:p:353-378
    DOI: 10.1177/1046878108319580
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