DocumentCode
148440
Title
Serious games as edX MOOC activities
Author
Freire, Manuel ; del Blanco, Angel ; Fernandez-Manjon, Baltasar
Author_Institution
Fac. de Inf., Univ. Complutense de Madrid, Madrid, Spain
fYear
2014
fDate
3-5 April 2014
Firstpage
867
Lastpage
871
Abstract
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.
Keywords
educational courses; educational institutions; learning management systems; serious games (computing); EADVENTURE games; EDX MOOC activities; education; hands-on simulations; institutions; massive online open courses; online learning management systems; peer grading; serious games; Conferences; Cultural differences; Electronic learning; Engineering education; Games; Least squares approximations; MOOCs; e-learning; learning analytics; serious games;
fLanguage
English
Publisher
ieee
Conference_Titel
Global Engineering Education Conference (EDUCON), 2014 IEEE
Conference_Location
Istanbul
Type
conf
DOI
10.1109/EDUCON.2014.6826198
Filename
6826198
Link To Document