1. Introduction
    1. need for advanced learning environments
    2. despite the wide range of available technologies
    3. static questionnaire-like sequencing is still the prominent
    4. and hard to find a strong available platform for wide range of solutions
  2. Educational Systems on the Web
    1. Evulition of the technologies in the past
      1. Static hypertext sequencers
      2. Adaptation and multimedia elements
        1. Optimal path
        2. Learning objects
        3. Goal-based acheievements
      3. Standards
        1. SCORM
        2. Pros and cons
      4. Scenario- and Game-based Learning, interactive elements
        1. Heterogeneous approaches
        2. Going with the Flow in the virtual environment
    2. Courseware development in the Web2-era
      1. Roles in development
      2. Rule-based design approach
      3. Model based design
      4. Architecture of systems
      5. Complex, interactive componnents
      6. Cost, reusability factors in deveopement
  3. HoloRena: a possible platform for scenario and game-based learning environments
    1. Considerations, needs
      1. Promoting the flow
      2. Thick client concept &
      3. Compatibility with multiple LMSs
      4. Enable the use of RIAs
      5. Platform egnostic
    2. Architecture of HoloRena
    3. The unfolding flow of screens
    4. Actions
    5. Gadgets and presenters
  4. Case Studies
    1. Game-based learning for teaching essential computer skills
      1. Scope and target audiance
      2. Assessment methods
      3. Learning content development
        1. Learning Object sequence specification
        2. Applying the concept of Game Based Learning
        3. Course structure
        4. Course Progression Diagrams
      4. Course development
        1. Enabling the gaming aspect
          1. Coherent look and feel
          2. Role-play-like instructions
          3. Real-world-like, goal-based challenges
        2. Utilizing HoloRena
          1. Transforming Course Progression DIagrams into HoloRena streams
          2. Presentation and Assessment with Presenters
          3. Rendering learning content
          4. Gadgets as simulated interactive components
          5. "Wiring up" components
          6. Enabling adaptivity, scoring and assessment through actions and the global DS
          7. LMS interfaces
        3. Debugging and test deployments with eLMS
      5. Courseware evaluation
      6. SCORM compliance and packiging
    2. Knowledge diagnosis and remediation with sceneario based learning
      1. Scope and target audience
      2. Resource structure
        1. Concept of diagnostic Units
        2. Diagnostic and remediation
        3. Content modelling
      3. Course development
        1. The course architecture based on HoloRena
        2. Content management and rendering
        3. UI concept and content visualization
        4. Dynamic HoloRena streams
        5. Enabling adaptive sequencing and scoring
        6. Testing, debugging and finetuning
          1. deploying to eLMS
          2. Pilot tester reports
      4. Course evaluation
    3. A complex interactive learning module
      1. A natural segmentation of complex exercises
      2. Harnessing HoloRena for efficient visual representation
      3. HoloRena components as general building blocks
    4. ~ 4 pages
    5. ~ 3 pages
    6. 3 pages
  5. Conclusion and future work
    1. Achieved
      1. Increased effectiveness
      2. Re-usable code
    2. Plans
      1. multi-user support
      2. HTML5 implementation
  6. Resources
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  12. 7 pages