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Serious games as edX MOOC activities

机译:作为edX MOOC活动的严肃游戏

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Massive Online Open Courses are in the process of radically changing the use of technology in education, as measured both by the number of enrolled students and the level of academic excellence of the institutions that are driving their adoption. Typically, online learning management systems have relied on simple questionnaires for feedback and evaluation. On the other hand, MOOC platforms such as EDX have, from the onset, provided a great flexibility in this regard, providing peer grading and several examples of highly interactive activities such as hands-on simulations. This paper explores the integration of serious games as a new type of MOOC activity, providing increased engagement and a valuable source of learning analytics. The inclusion of serious games has implications for both courses and games. Due to the diversity of existing serious game and MOOC platforms, we focus on the specific case of integrating EADVENTURE games into EDX.
机译:大规模的在线公开课程正在从根本上改变技术在教育中的应用,无论是通过招生的人数还是推动其采用的院校的学术水平来衡量。通常,在线学习管理系统依靠简单的调查表进行反馈和评估。另一方面,诸如EDX的MOOC平台从一开始就在这方面提供了极大的灵活性,提供了同级评分和一些高度交互活动(例如动手模拟)的示例。本文探讨了将严肃游戏作为一种新型的MOOC活动进行集成的过程,从而提高了参与度并提供了学习分析的宝贵资源。包含严肃的游戏对课程和游戏都有影响。由于现有严肃游戏和MOOC平台的多样性,我们将重点放在将EADVENTURE游戏集成到EDX中的特定案例。

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