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Educational Technology: 4 years back, 4
years ahead
e-UCM Research Group
Baltasar Fernandez-Manjon, balta@fdi.ucm.es , @BaltaFM
e-UCM research group, www.e-ucm.es
eMadrid: initial goals
2
About e-UCM
‣ Research group about Learning technologies
• 15 researchers
Topics
• Serious games
- Application to the medical domain
• e-learning and educational standards
• Learning analytics
• Digital humanities (games and theater)
• Accessibility in games
• Creation of educational tools as open source
• www.e-ucm.es
3
Internationalization
• European projects
- FP7 Network of Excelence in Serious Games, GALA
- LLP Serious Games Network, SEGAN
- LLP CHERMUG
• National and regional projects
• Cooperation with leader research groups in the world (e.g
MGH-Harvard University)
4
eAdventure game platform
Open code authoring environment for the production of point-and-click
adventure games & immersive learning simulations
No programming required and easy to include Learning Analytics in
eAdventure games
e-adventure.e-ucm.es
eAdventure
‣ Mature tool
‣ Downloads from more tan 160 countries
‣ Multilingual (including chinese and now hindi)
‣ Include accessibility aspects in the games
‣ Facilitate deployment and assessment: integration
with e-Learning environments (e.g. Moodle)
‣ Standard compliance (SCORM, IMS)
6
eAdventure
7
sec. education healthcare accessibility language training
http://sourceforge.net/projects/e-adventure
Game development approach
Torrente et at (2014) Development of Game-Like Simulations for Procedural Knowledge in Heathcare
Education. IEEE Transactions on Learning Tecnologies. 7(1), 69-82
http://www.chermug.eu
First visit to OR, with UCMhttp://first-aid-game.e-ucm.es
With ONT, educ@ONT
Games for English practice
Download from www.e-ucm.es or from CATEDU
http://descargaterecursos.wordpress.com/e-adventures/
Evaluation of technologies
‣ Not only developing technology and content
‣ Design and run formal experiments with actual users
• Medical students (university)
• Medical personnel (hospitals)
• Students (schools)
‣ Data analysis
‣ Publication
• Journals
Learning analytics and SG
The NMC Horizon Report:
2013 Higher Education
Edition
‣ new and emerging
technologies on teaching,
learning, and research
Time-to-Adoption Horizon:
Two to Three Years
‣ Games and Gamification
‣ Learning Analytics
Mobility/BYOD
12
http://www.nmc.org/publications/2013-horizon-report-higher-ed
GLEANER
‣ GLEANER: Game Learning Analytics for education
research
• Open code framework to capture game traces
13
Reference model in the EU NoE GALA
http://e-ucm.github.io/gleaner/
eAdventure 2.0
New versión of eAdventure developped from scratch
with new technology
‣ https://github.com/e-ucm/ead/
‣ http://www.e-ucm.es/ead2blog/
eAdventure 2.0 - Technologies
Deployment platforms
Communication
Learning
Analytics
xAPI
eAdventure 2.0 - Main goals
• Easy creation and deployment of state-of-the-art
games
• Interoperability
• Multiple formats and devices
eAdventure 2.0 - Main goals (2)
• Easy integration of educational features
o Easy configuration of gamification features
o In-Game Assessment
o Integration with Learning Analytics
o Communication of results through standards (xAPI)
Learning
Analytics
Focus on open games and reusability
(1) Build a community of practitioners to share and
reuse games
• Creating a game resources is expensive
• Top quality requires experience and qualified professionals
New standards: xAPI
‣ Collaborating with ADL Co-Lab
‣ Tracks experiences, informal learning, real-
world experiences (not just completions)
‣ Allows data storage AND retrieval (ex. 3rd
party reporting and analytics tools)
‣ Enables tracking mobile, games, ITS, and
virtual worlds experiences
‣ Developed by open source community
19
From Damon Regan (ADL) presentation at SINTICE2013
New application domains
‣ Integration of serious games in MOOCs
• Serious games as exercises in MOOCs
‣ Digital humanities
• Games for cultural promotion and preservation
• New game about “La cortesía de España” in collaboration
with the “Compañía de Nacional de Teatro Clasico”
20
Thank you!
21
balta@fdi.ucm.es
@BaltaFM
Slides will be available at
http://slideshare.net/BaltasarFernandezManjon

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2014 05 30 (uc3m) e madrid balta ucm mirando 4 anyos atras adelante tecnologia educativa

  • 1. Educational Technology: 4 years back, 4 years ahead e-UCM Research Group Baltasar Fernandez-Manjon, balta@fdi.ucm.es , @BaltaFM e-UCM research group, www.e-ucm.es
  • 3. About e-UCM ‣ Research group about Learning technologies • 15 researchers Topics • Serious games - Application to the medical domain • e-learning and educational standards • Learning analytics • Digital humanities (games and theater) • Accessibility in games • Creation of educational tools as open source • www.e-ucm.es 3
  • 4. Internationalization • European projects - FP7 Network of Excelence in Serious Games, GALA - LLP Serious Games Network, SEGAN - LLP CHERMUG • National and regional projects • Cooperation with leader research groups in the world (e.g MGH-Harvard University) 4
  • 5. eAdventure game platform Open code authoring environment for the production of point-and-click adventure games & immersive learning simulations No programming required and easy to include Learning Analytics in eAdventure games e-adventure.e-ucm.es
  • 6. eAdventure ‣ Mature tool ‣ Downloads from more tan 160 countries ‣ Multilingual (including chinese and now hindi) ‣ Include accessibility aspects in the games ‣ Facilitate deployment and assessment: integration with e-Learning environments (e.g. Moodle) ‣ Standard compliance (SCORM, IMS) 6
  • 7. eAdventure 7 sec. education healthcare accessibility language training http://sourceforge.net/projects/e-adventure
  • 8. Game development approach Torrente et at (2014) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education. IEEE Transactions on Learning Tecnologies. 7(1), 69-82
  • 9. http://www.chermug.eu First visit to OR, with UCMhttp://first-aid-game.e-ucm.es With ONT, educ@ONT
  • 10. Games for English practice Download from www.e-ucm.es or from CATEDU http://descargaterecursos.wordpress.com/e-adventures/
  • 11. Evaluation of technologies ‣ Not only developing technology and content ‣ Design and run formal experiments with actual users • Medical students (university) • Medical personnel (hospitals) • Students (schools) ‣ Data analysis ‣ Publication • Journals
  • 12. Learning analytics and SG The NMC Horizon Report: 2013 Higher Education Edition ‣ new and emerging technologies on teaching, learning, and research Time-to-Adoption Horizon: Two to Three Years ‣ Games and Gamification ‣ Learning Analytics Mobility/BYOD 12 http://www.nmc.org/publications/2013-horizon-report-higher-ed
  • 13. GLEANER ‣ GLEANER: Game Learning Analytics for education research • Open code framework to capture game traces 13 Reference model in the EU NoE GALA http://e-ucm.github.io/gleaner/
  • 14. eAdventure 2.0 New versión of eAdventure developped from scratch with new technology ‣ https://github.com/e-ucm/ead/ ‣ http://www.e-ucm.es/ead2blog/
  • 15. eAdventure 2.0 - Technologies Deployment platforms Communication Learning Analytics xAPI
  • 16. eAdventure 2.0 - Main goals • Easy creation and deployment of state-of-the-art games • Interoperability • Multiple formats and devices
  • 17. eAdventure 2.0 - Main goals (2) • Easy integration of educational features o Easy configuration of gamification features o In-Game Assessment o Integration with Learning Analytics o Communication of results through standards (xAPI) Learning Analytics
  • 18. Focus on open games and reusability (1) Build a community of practitioners to share and reuse games • Creating a game resources is expensive • Top quality requires experience and qualified professionals
  • 19. New standards: xAPI ‣ Collaborating with ADL Co-Lab ‣ Tracks experiences, informal learning, real- world experiences (not just completions) ‣ Allows data storage AND retrieval (ex. 3rd party reporting and analytics tools) ‣ Enables tracking mobile, games, ITS, and virtual worlds experiences ‣ Developed by open source community 19 From Damon Regan (ADL) presentation at SINTICE2013
  • 20. New application domains ‣ Integration of serious games in MOOCs • Serious games as exercises in MOOCs ‣ Digital humanities • Games for cultural promotion and preservation • New game about “La cortesía de España” in collaboration with the “Compañía de Nacional de Teatro Clasico” 20
  • 21. Thank you! 21 balta@fdi.ucm.es @BaltaFM Slides will be available at http://slideshare.net/BaltasarFernandezManjon

Hinweis der Redaktion

  1.  Game development approach Involves domain experts from the very beginning Usually selecting cases to be used in the game (from cases/problem based teaching to game story. This process is natural to medical personnel Agile and iterative development methodology Analysis: scrip -> description of the procedure Game design: game elements + game mechanics Implementation: incremental game versions, from mocks-up to final versions Quality assurance: checking with experts if the game version meet the initial requirements