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Title: Efficient Software Assets for Fostering Learning in Applied Games
Authors: Maurer, Matthias
Nussbaumer, Alexander
Steiner, Christina
Van der Vegt, Wim
Nadolski, Rob
Nyamsuren, Enkhbold
Albert, Dietrich
Keywords: Applied gaming
Learning analytics
Motivation maintenance
Performance support
Personality adaption
Issue Date: 2017
Publisher: Springer
Citation: Maurer, M. T., Nussbaumer, A., Steiner, C. M., Van der Vegt, W., Nadolski, R., Nyamsuren, E., & Albert, D. (2017). Efficient software assets for fostering learning in applied games. In D. Beck et al. (Eds.), Proceedings of the Third International Conference on Immersive Learning Research Network (iLRN 2017) (pp. 170–182). Cham, Switzerland: Springer. doi: 10.1007/978-3-319-60633-0_14
Abstract: Digital game technologies are a promising way to enable training providers to reach other target groups, namely those who are not interested in traditional learning technologies. Theoretically, through using digital game technologies we are able to foster the acquisition of any competence by specifying competency structures, offering adequate problem solving support while maintaining motivation and taking personality into consideration as part of the tailored game experience. In this paper, we illustrate how this is done within the RAGE project, which aims to develop, transform, and enrich advanced technologies into self-contained gaming assets for the leisure games industry to support game studios in developing applied games easier, faster, and more cost effectively. The software assets discussed here represent a modular approach for fostering learning in applied games. These assets address four main pedagogical functions: competency structures (i.e., logical order for learning), motivation, performance support (i.e., guidance to maintain learning), and adaption to the player’s personality.
ISBN: 978-3-319-60633-0
Appears in Collections:1. RAGE Publications

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