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Educational Games for Soft-Skills Training in Digital EnvironmentsMethodology and Design of Technologically Enhanced Educational Role-Playing Games for Soft Skills Training

Educational Games for Soft-Skills Training in Digital Environments: Methodology and Design of... [A wide range of information and communication technologies can be used to develop EduTechRPGs, and a number of pedagogical strategies can be applied, mainly developed for favouring different educational objectives and to meet specific technical requirements. Although formal categorisation of those approaches and models is a difficult exercise, in this chapter, we will attempt to present a rational view of the characteristics of EduTechRPGs from both technological and educational viewpoints. In particular, we will try to draw a general picture of the elements which, to different degrees, characterise the variety of models and implementations observed in modern EduTechRPGs. The categorisation that we will design in the following pages cannot be exhaustive, because such categories and denominations only aim to rationalise a complex and multifaceted panorama. Moreover, it should be noted that some of the categories might also be applied to more traditional implementations of EduRPGs and, to a certain extent, to analyse the characteristics of any type of game, especially for exploiting the educational potentiality of a given implementation and to identify the possible domain of applications. In particular, with the help of such reflections, we aim to introduce a unique methodology and the various elements to be taken into account in the process of designing and implementing an EduTechRPGs, both from technological and educational perspectives. The same categories will be used for embracing the experiences that will be discussed in the following chapters in a common framework. Such an exercise is particularly interesting when looking back to the technological and educational endeavours of the various implementations presented in Chap. 2 and looking at their characteristics from the perspective presented in the following pages.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Educational Games for Soft-Skills Training in Digital EnvironmentsMethodology and Design of Technologically Enhanced Educational Role-Playing Games for Soft Skills Training

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References (69)

Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2017
ISBN
978-3-319-06310-2
Pages
39 –61
DOI
10.1007/978-3-319-06311-9_3
Publisher site
See Chapter on Publisher Site

Abstract

[A wide range of information and communication technologies can be used to develop EduTechRPGs, and a number of pedagogical strategies can be applied, mainly developed for favouring different educational objectives and to meet specific technical requirements. Although formal categorisation of those approaches and models is a difficult exercise, in this chapter, we will attempt to present a rational view of the characteristics of EduTechRPGs from both technological and educational viewpoints. In particular, we will try to draw a general picture of the elements which, to different degrees, characterise the variety of models and implementations observed in modern EduTechRPGs. The categorisation that we will design in the following pages cannot be exhaustive, because such categories and denominations only aim to rationalise a complex and multifaceted panorama. Moreover, it should be noted that some of the categories might also be applied to more traditional implementations of EduRPGs and, to a certain extent, to analyse the characteristics of any type of game, especially for exploiting the educational potentiality of a given implementation and to identify the possible domain of applications. In particular, with the help of such reflections, we aim to introduce a unique methodology and the various elements to be taken into account in the process of designing and implementing an EduTechRPGs, both from technological and educational perspectives. The same categories will be used for embracing the experiences that will be discussed in the following chapters in a common framework. Such an exercise is particularly interesting when looking back to the technological and educational endeavours of the various implementations presented in Chap. 2 and looking at their characteristics from the perspective presented in the following pages.]

Published: Dec 16, 2016

Keywords: Hide Layer; Artificial Agent; Game Design; Educational Game; Soft Skill

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