DocumentCode
2240255
Title
Using Player and World Representation Techniques from Computer Games to Improve Student Engagement
Author
Charles, D.K. ; Charles, T. ; McNeill, M.D.
Author_Institution
Comput. & Inf. Eng., Univ. of Ulster, Coleraine
fYear
2009
fDate
23-24 March 2009
Firstpage
36
Lastpage
42
Abstract
It has been widely documented that student-staff ratios continue to rise in higher education (H.E.) within the UK. As a consequence, H.E. institutions are becoming increasingly reliant on e-learning tools and this has increased difficulties that students experience in making the transition from secondary to tertiary education. In H.E., students generally receive far fewer contact hours, classes are larger, and they are often provided with much less personal guidance on how to progress through the educational process than they were used to at secondary level. E-learning system design is typically more focused on issues related to student and content management and less on individualized feedback and process based support. One of the issues with the design of current e-learning systems is that they are poor at representing individual student participation and students´ progress through a course. This may be one of the contributing factors to diminishing student engagement in H.E. which ultimately results in poor grades and low retention rates. In this paper we address this issue by considering how player representation techniques commonly found computer games may inspire the design of e-learning systems so as to improve student engagement within an H.E. course.
Keywords
computer aided instruction; computer games; content management; educational courses; educational institutions; UK; computer games; content management; e-learning tools; higher education course; higher education institutions; player representation technique; secondary education; student engagement; student-staff ratios; tertiary education; world representation technique; Application software; Computational modeling; Computer science education; Content management; Continuing education; Educational technology; Electronic learning; Feedback; Least squares approximation; System testing; education; engagement; games; representation;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Virtual Worlds for Serious Applications, 2009. VS-GAMES '09. Conference in
Conference_Location
Coventry
Print_ISBN
978-0-7695-3588-3
Type
conf
DOI
10.1109/VS-GAMES.2009.27
Filename
5116551
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