Olfa Jeblaoui, Mohamed Ali Khenissi, Fathi Essalmi, Maiga Chang
{"title":"用计算机教育游戏塑造学习者的价值观","authors":"Olfa Jeblaoui, Mohamed Ali Khenissi, Fathi Essalmi, Maiga Chang","doi":"10.1109/ICTA49490.2019.9144851","DOIUrl":null,"url":null,"abstract":"Over the last decade, computer-based educational games have become more and more prevalent. With the increasing applications of these games in education, an increasing number of studies investigate the use of these games for collecting useful information about learners while playing games. In fact, computer-based educational games are not just considered as interactive didactic support that is capable to raise the learners' motivation and engagement, but also as the means to give them opportunities for interaction with the computer, which can be exploited for creating a reliable learner model. This paper introduces a computer-based educational game and proposes several scenarios for extracting a specific learner characteristic while playing this game, which is the learner's values.","PeriodicalId":118269,"journal":{"name":"2019 7th International conference on ICT & Accessibility (ICTA)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Modelling the Learner's Values with Computer-based Educational Game\",\"authors\":\"Olfa Jeblaoui, Mohamed Ali Khenissi, Fathi Essalmi, Maiga Chang\",\"doi\":\"10.1109/ICTA49490.2019.9144851\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Over the last decade, computer-based educational games have become more and more prevalent. With the increasing applications of these games in education, an increasing number of studies investigate the use of these games for collecting useful information about learners while playing games. In fact, computer-based educational games are not just considered as interactive didactic support that is capable to raise the learners' motivation and engagement, but also as the means to give them opportunities for interaction with the computer, which can be exploited for creating a reliable learner model. This paper introduces a computer-based educational game and proposes several scenarios for extracting a specific learner characteristic while playing this game, which is the learner's values.\",\"PeriodicalId\":118269,\"journal\":{\"name\":\"2019 7th International conference on ICT & Accessibility (ICTA)\",\"volume\":\"53 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 7th International conference on ICT & Accessibility (ICTA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICTA49490.2019.9144851\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 7th International conference on ICT & Accessibility (ICTA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTA49490.2019.9144851","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Modelling the Learner's Values with Computer-based Educational Game
Over the last decade, computer-based educational games have become more and more prevalent. With the increasing applications of these games in education, an increasing number of studies investigate the use of these games for collecting useful information about learners while playing games. In fact, computer-based educational games are not just considered as interactive didactic support that is capable to raise the learners' motivation and engagement, but also as the means to give them opportunities for interaction with the computer, which can be exploited for creating a reliable learner model. This paper introduces a computer-based educational game and proposes several scenarios for extracting a specific learner characteristic while playing this game, which is the learner's values.