A novel approach and software component for supporting competence-based learning with serious games

Alexander Nussbaumer, Matthias Maurer, S. Malicet, C.M. Steiner, Dietrich Albert

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

    18 Downloads (Pure)

    Abstract

    Digital educational games constitute a major opportunity for acquiring knowledge and competences in a different way than traditional classroom- and technology-based methods. This paper presents a novel approach for a game component that structures the game play in an adaptive way. This approach consists of a combination of three learning theories and techniques. First, Competence-based Knowledge Space Theory is used structure a knowledge domain into competences and game situations. Second, the Leitner system of flashcards is used to establish structured and timed repetition of competences to be acquired. Third, the Ebbinghaus forgetting curve is taken into account to model forgetting learned competences. This approach has been implemented as a game component in line with the games component architecture of the RAGE project. The design and development of this component followed the requirements of the French games company Kiupe that includes it in its environment of games and mini-games.
    Original languageEnglish
    Title of host publicationINTED2019 conference (International Technology, Education and Development Conference)
    Publication statusAccepted/In press - 2018
    Event13th annual International Technology, Education and Development Conference
    - Valencia Conference Centre / Melia Hotel, Valencia, Spain
    Duration: 11 Mar 201913 Mar 2019
    https://iated.org/inted/

    Conference

    Conference13th annual International Technology, Education and Development Conference
    Abbreviated titleINTED2019
    CountrySpain
    CityValencia
    Period11/03/1913/03/19
    Internet address

    Fingerprint

    Industry
    Serious games

    Keywords

    • Serious game
    • game component
    • competence
    • flashcard
    • forgetting curve

    Cite this

    Nussbaumer, A., Maurer, M., Malicet, S., Steiner, C. M., & Albert, D. (Accepted/In press). A novel approach and software component for supporting competence-based learning with serious games. In INTED2019 conference (International Technology, Education and Development Conference)
    Nussbaumer, Alexander ; Maurer, Matthias ; Malicet, S. ; Steiner, C.M. ; Albert, Dietrich. / A novel approach and software component for supporting competence-based learning with serious games. INTED2019 conference (International Technology, Education and Development Conference). 2018.
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    Nussbaumer, A, Maurer, M, Malicet, S, Steiner, CM & Albert, D 2018, A novel approach and software component for supporting competence-based learning with serious games. in INTED2019 conference (International Technology, Education and Development Conference). 13th annual International Technology, Education and Development Conference
    , Valencia, Spain, 11/03/19.

    A novel approach and software component for supporting competence-based learning with serious games. / Nussbaumer, Alexander; Maurer, Matthias; Malicet, S. ; Steiner, C.M. ; Albert, Dietrich.

    INTED2019 conference (International Technology, Education and Development Conference). 2018.

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    AB - Digital educational games constitute a major opportunity for acquiring knowledge and competences in a different way than traditional classroom- and technology-based methods. This paper presents a novel approach for a game component that structures the game play in an adaptive way. This approach consists of a combination of three learning theories and techniques. First, Competence-based Knowledge Space Theory is used structure a knowledge domain into competences and game situations. Second, the Leitner system of flashcards is used to establish structured and timed repetition of competences to be acquired. Third, the Ebbinghaus forgetting curve is taken into account to model forgetting learned competences. This approach has been implemented as a game component in line with the games component architecture of the RAGE project. The design and development of this component followed the requirements of the French games company Kiupe that includes it in its environment of games and mini-games.

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    Nussbaumer A, Maurer M, Malicet S, Steiner CM, Albert D. A novel approach and software component for supporting competence-based learning with serious games. In INTED2019 conference (International Technology, Education and Development Conference). 2018