{"title":"Self-assessment through serious game","authors":"Meriem Rjiba, L. Cheniti-Belcadhi","doi":"10.1109/ICTA.2015.7426920","DOIUrl":null,"url":null,"abstract":"The activity of the traditional learning is defined as an activity of transmission of information following a single direction from a teacher to a student. The student is thus as a passive recipient of information without reacting or participating in resolution of real problems. Given the evolution of learning methods, teachers now have the opportunity to introduce games with an educational purpose to facilitate learning. The Serious Games is a continuous evolution and accelerated. This type of learning is integrated in teaching and in several areas. It is used to combine both serious aspects such as teaching, learning and playfulness through these games. After the learning process, assessment is the most important step in determining the learning' and the level of validation of learning objectives through the use of different valuation technics. It is therefore interesting to involve learners in the assessment process. This paper presents a novel approach regarding self-assessment in serious game. We address the needs of serious games as well as a review of existing research work in this field. To enrich learning aspect of serious games, we propose the integration of self-assessment modules in serious games. This integration is reflected in the design of an ontology representing different concepts.","PeriodicalId":375443,"journal":{"name":"2015 5th International Conference on Information & Communication Technology and Accessibility (ICTA)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 5th International Conference on Information & Communication Technology and Accessibility (ICTA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTA.2015.7426920","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
The activity of the traditional learning is defined as an activity of transmission of information following a single direction from a teacher to a student. The student is thus as a passive recipient of information without reacting or participating in resolution of real problems. Given the evolution of learning methods, teachers now have the opportunity to introduce games with an educational purpose to facilitate learning. The Serious Games is a continuous evolution and accelerated. This type of learning is integrated in teaching and in several areas. It is used to combine both serious aspects such as teaching, learning and playfulness through these games. After the learning process, assessment is the most important step in determining the learning' and the level of validation of learning objectives through the use of different valuation technics. It is therefore interesting to involve learners in the assessment process. This paper presents a novel approach regarding self-assessment in serious game. We address the needs of serious games as well as a review of existing research work in this field. To enrich learning aspect of serious games, we propose the integration of self-assessment modules in serious games. This integration is reflected in the design of an ontology representing different concepts.