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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Hammad, R., Odeh, M., Khan, Z.: eLearner experience model. In: The International Arab Conference on Information Technology (ACIT), Morocco, pp. 43–51 (2016)
Wenger, E.: Learning in landscapes of practice: recent developments in social learning theory (2013)
Graf, S., Kinshuk, : Adaptive technologies. In: Spector, J., Merrill, M., Elen, J., Bishop, M. (eds.) Handbook of Research on Educational Communications and Technology. Springer, New York (2014)
Deterding, S., et al.: From game design elements to gamefulness: Defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)
Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, San Francisco (2012)
Kiryakova, G., Angelova, N., Yordanova, L.: Gamification in education. In: Proceedings of 9th International Balkan Education and Science Conference, Edirne, pp. 679–683 (2014)
Boughzala, I., Michel, H., Freitas, S.D.: Introduction to the serious games, gamification, and innovation minitrack. In: 48th Hawaii International Conference on System Sciences (HICSS), pp. 625–625 (2015)
Miller, C.: The gamification of education. Develop. Bus. Simul. Exp. Learn. 40, 196–200 (2013)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row, New York (1990)
Lee, J.J., Hammer, J.: Gamification in education: What, how, why bother? Acad. Exch. Q. 15(2), 146 (2011)
McGonigal, J.: Reality is Broken: Why Games make Us Better and How They Can Change the World. The Penguin Press, New York (2011)
DomÃnguez, A., et al.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)
Giang, V.: Gamification techniques increase your employees’ ability to learn by 40%. Business Insider, 18 Sept 2013
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?–a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference On System Sciences (HICSS), pp. 3025–3034 (2014)
McNamara, D.S., Jackson, G.T., Graesser, A.: Intelligent Tutoring and Games (ITaG), pp. 44–65. IGI Global Hershey, Hershey (2010)
Jackson, G.T., McNamara, D.S.: Motivation and performance in a game-based intelligent tutoring system. J. Educ. Psychol. 105, 1036 (2013)
Huang, W.H., Soman, D.: A Practitioner’s Guide to Gamification of Education. Rotman School of Management, University of Toronto, Toronto (2013)
Kiili, K., Arnab, S.: Integrating games into the classroom: Towards new teachership. In: de Freitas, S., et al. (eds.) New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration, pp. 114–135. IGI Global, Hershey, PA (2013)
Hammad, R., Odeh, M., Khan, Z.: Towards a generalised e-learning business process model. In: The 7th International Conference on Business Intelligence and Technology (BUSTECH), Athens, Greece, pp. 20–28 (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
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
Download citation
DOI: https://doi.org/10.1007/978-3-319-65849-0_30
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-65848-3
Online ISBN: 978-3-319-65849-0
eBook Packages: Computer ScienceComputer Science (R0)