Abstract
In this paper, we present the adaptation of a serious game in the context of an elearning
framework supporting distributed social networks. The game, “Convince Woody” takes stage in the digital movie production highlighting the problem of managing the
competence development dimension involved in interdependent yet highly spread organizations. Our first objective is to demonstrate the utility of serious games in complex cooperative environments and converge on the provision of a suitable environment forvalidating and evaluating informal learning perspectives in an e-learning framework. Secondly, the pilot will prove a state-of-the-art environment for revising remote collaboration from an asynchronous communication perspective in order to evaluate the relevant tools’ efficiency in responding to the needs of our scenario. Lastly, we plan to explore the use of synchronous and asynchronous collaborative tools to maintain the flow of information, the interaction and the cooperation.
Original language | English |
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Publication status | Published - 4 Dec 2006 |
Keywords
- e-Learning
- serious games
- simulation
- computer-supported collaborative
- social software
- competence development