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Adaptive Edutainment in UML

机译:UML的自适应edutainment

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摘要

Edutainment stands for education plus entertainment and tends to be one of the modern buzzwords in the area of contemporary technology-enhanced learning. Applying edutainment with adaptation to learner character sound even more promising thanks to delivery of various types of learning objects (including games) according needs, preferences, style, knowledge and performance of the individual learner. The present paper provides description of adaptive edutainment in UML, designed and delivered by ADOPTA (ADaptive technOlogy-enhanced Platform for eduTAinment). After explaining the motivation for this research, authors show how semantic structuring of the educational content may be used for both instructional design of the course and initialization of game instances used within the same course. There is discussed a field trial including UML content creation, narrative storyboard construction and application of logic games using educational content. The presented experimental results show very high appreciation of the adaptive edutainment in terms of efficiency and appeal to students.
机译:Edutainment代表教育和娱乐,往往是当代技术增强学习领域的现代流行语之一。通过根据需要,偏好,风格,知识和性能的个人学习者提供各种类型的学习对象(包括游戏),将eputainment应用于学习者角色声音更加有前途。本文提供了由Actifa(适应技术增强平台)设计和交付的UML中适应性edutainment的描述。在解释该研究的动机之后,作者展示了教育内容的语义结构如何用于在同一课程中使用的游戏实例的课程和初始化的教学设计。讨论了一个现场试验,包括使用教育内容的UML内容创建,叙述故事板构造和逻辑游戏的应用。所提出的实验结果表明,对对学生的效率和吸引力的适应性养育品非常高。

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