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Game-Enhanced and Process-Based e-Learning Framework

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E-Learning and Games (Edutainment 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10345))

Abstract

Despite the importance of game-enhanced e-learning approaches/artefacts, their processes, design choices, gamification mechanisms still need further development to increase their flexibility, agility and effectiveness. This paper critically reviews the current game-enhanced e-learning models to identify the research gap and proposes a new e-learning framework. This framework combines the following technologies: (i) business process to model and enact game-enhanced e-learning processes, (ii) ontology to contextualise the e-learning process, (iii) service-oriented architecture to dynamically map e-learning processes and their elements/activities to a set of software services. Such framework allows to abstract from technical details and to keep the game-enhanced e-learning process agile and more responsive to e-learner requirements. Further work is needed to develop this framework and test it in real case scenarios.

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Correspondence to Rawad Hammad .

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Hammad, R. (2017). Game-Enhanced and Process-Based e-Learning Framework. In: Tian, F., Gatzidis, C., El Rhalibi, A., Tang, W., Charles, F. (eds) E-Learning and Games. Edutainment 2017. Lecture Notes in Computer Science(), vol 10345. Springer, Cham. https://doi.org/10.1007/978-3-319-65849-0_30

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  • DOI: https://doi.org/10.1007/978-3-319-65849-0_30

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-65848-3

  • Online ISBN: 978-3-319-65849-0

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