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Introduction
- need for advanced learning environments
- despite the wide range of available technologies
- static questionnaire-like sequencing is still the prominent
- and hard to find a strong available platform for wide range of solutions
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Educational Systems on the Web
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Evulition of the technologies in the past
- Static hypertext sequencers
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Adaptation and multimedia elements
- Optimal path
- Learning objects
- Goal-based acheievements
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Standards
- SCORM
- Pros and cons
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Scenario- and Game-based Learning, interactive elements
- Heterogeneous approaches
- Going with the Flow in the virtual environment
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Courseware development in the Web2-era
- Roles in development
- Rule-based design approach
- Model based design
- Architecture of systems
- Complex, interactive componnents
- Cost, reusability factors in deveopement
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HoloRena: a possible platform for scenario and game-based learning environments
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Considerations, needs
- Promoting the flow
- Thick client concept &
- Compatibility with multiple LMSs
- Enable the use of RIAs
- Platform egnostic
- Architecture of HoloRena
- The unfolding flow of screens
- Actions
- Gadgets and presenters
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Case Studies
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Game-based learning for teaching essential computer skills
- Scope and target audiance
- Assessment methods
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Learning content development
- Learning Object sequence specification
- Applying the concept of Game Based Learning
- Course structure
- Course Progression Diagrams
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Course development
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Enabling the gaming aspect
- Coherent look and feel
- Role-play-like instructions
- Real-world-like, goal-based challenges
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Utilizing HoloRena
- Transforming Course Progression DIagrams into HoloRena streams
- Presentation and Assessment with Presenters
- Rendering learning content
- Gadgets as simulated interactive components
- "Wiring up" components
- Enabling adaptivity, scoring and assessment through actions and the global DS
- LMS interfaces
- Debugging and test deployments with eLMS
- Courseware evaluation
- SCORM compliance and packiging
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Knowledge diagnosis and remediation with sceneario based learning
- Scope and target audience
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Resource structure
- Concept of diagnostic Units
- Diagnostic and remediation
- Content modelling
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Course development
- The course architecture based on HoloRena
- Content management and rendering
- UI concept and content visualization
- Dynamic HoloRena streams
- Enabling adaptive sequencing and scoring
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Testing, debugging and finetuning
- deploying to eLMS
- Pilot tester reports
- Course evaluation
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A complex interactive learning module
- A natural segmentation of complex exercises
- Harnessing HoloRena for efficient visual representation
- HoloRena components as general building blocks
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Conclusion and future work
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Achieved
- Increased effectiveness
- Re-usable code
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Plans
- multi-user support
- HTML5 implementation
- Resources
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- .5 page
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