Self-assessment through serious game

Meriem Rjiba, L. Cheniti-Belcadhi
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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.
通过严肃的游戏进行自我评估
传统的学习活动被定义为一种从老师到学生的单一方向的信息传递活动。因此,学生是一个被动的信息接受者,没有反应或参与解决实际问题。鉴于学习方法的演变,教师现在有机会引入具有教育目的的游戏来促进学习。严肃游戏是一个不断进化和加速的过程。这种类型的学习与教学和几个领域相结合。它通过这些游戏将教学、学习和乐趣等严肃方面结合起来。在学习过程之后,评估是通过使用不同的评估技术来确定学习和学习目标验证水平的最重要步骤。因此,让学习者参与评估过程是很有趣的。本文提出了一种严肃博弈中自我评价的新方法。我们讨论了严肃游戏的需求,以及对该领域现有研究工作的回顾。为了丰富严肃游戏的学习内容,我们提出在严肃游戏中整合自评模块。这种集成反映在表示不同概念的本体的设计中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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