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2014 05 30 (uc3m) e madrid balta ucm mirando 4 anyos atras adelante tecnologia educativa
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2014 05 30 (uc3m) e madrid balta ucm mirando 4 anyos atras adelante tecnologia educativa


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2014 05 30 …

2014 05 30
Mirando 4 años atrás y adelante en la tecnología educativa

Published in: Education

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  •  Game development approach
    Involves domain experts from the very beginning
    Usually selecting cases to be used in the game (from cases/problem based teaching to game story. This process is natural to medical personnel
    Agile and iterative development methodology
    Analysis: scrip -> description of the procedure
    Game design: game elements + game mechanics
    Implementation: incremental game versions, from mocks-up to final versions
    Quality assurance: checking with experts if the game version meet the initial requirements
  • Transcript

    • 1. Educational Technology: 4 years back, 4 years ahead e-UCM Research Group Baltasar Fernandez-Manjon, , @BaltaFM e-UCM research group,
    • 2. eMadrid: initial goals 2
    • 3. About e-UCM ‣ Research group about Learning technologies • 15 researchers Topics • Serious games - Application to the medical domain • e-learning and educational standards • Learning analytics • Digital humanities (games and theater) • Accessibility in games • Creation of educational tools as open source • 3
    • 4. Internationalization • European projects - FP7 Network of Excelence in Serious Games, GALA - LLP Serious Games Network, SEGAN - LLP CHERMUG • National and regional projects • Cooperation with leader research groups in the world (e.g MGH-Harvard University) 4
    • 5. eAdventure game platform Open code authoring environment for the production of point-and-click adventure games & immersive learning simulations No programming required and easy to include Learning Analytics in eAdventure games
    • 6. eAdventure ‣ Mature tool ‣ Downloads from more tan 160 countries ‣ Multilingual (including chinese and now hindi) ‣ Include accessibility aspects in the games ‣ Facilitate deployment and assessment: integration with e-Learning environments (e.g. Moodle) ‣ Standard compliance (SCORM, IMS) 6
    • 7. eAdventure 7 sec. education healthcare accessibility language training
    • 8. Game development approach Torrente et at (2014) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education. IEEE Transactions on Learning Tecnologies. 7(1), 69-82
    • 9. First visit to OR, with UCM With ONT, educ@ONT
    • 10. Games for English practice Download from or from CATEDU
    • 11. Evaluation of technologies ‣ Not only developing technology and content ‣ Design and run formal experiments with actual users • Medical students (university) • Medical personnel (hospitals) • Students (schools) ‣ Data analysis ‣ Publication • Journals
    • 12. Learning analytics and SG The NMC Horizon Report: 2013 Higher Education Edition ‣ new and emerging technologies on teaching, learning, and research Time-to-Adoption Horizon: Two to Three Years ‣ Games and Gamification ‣ Learning Analytics Mobility/BYOD 12
    • 13. GLEANER ‣ GLEANER: Game Learning Analytics for education research • Open code framework to capture game traces 13 Reference model in the EU NoE GALA
    • 14. eAdventure 2.0 New versión of eAdventure developped from scratch with new technology ‣ ‣
    • 15. eAdventure 2.0 - Technologies Deployment platforms Communication Learning Analytics xAPI
    • 16. eAdventure 2.0 - Main goals • Easy creation and deployment of state-of-the-art games • Interoperability • Multiple formats and devices
    • 17. eAdventure 2.0 - Main goals (2) • Easy integration of educational features o Easy configuration of gamification features o In-Game Assessment o Integration with Learning Analytics o Communication of results through standards (xAPI) Learning Analytics
    • 18. Focus on open games and reusability (1) Build a community of practitioners to share and reuse games • Creating a game resources is expensive • Top quality requires experience and qualified professionals
    • 19. New standards: xAPI ‣ Collaborating with ADL Co-Lab ‣ Tracks experiences, informal learning, real- world experiences (not just completions) ‣ Allows data storage AND retrieval (ex. 3rd party reporting and analytics tools) ‣ Enables tracking mobile, games, ITS, and virtual worlds experiences ‣ Developed by open source community 19 From Damon Regan (ADL) presentation at SINTICE2013
    • 20. New application domains ‣ Integration of serious games in MOOCs • Serious games as exercises in MOOCs ‣ Digital humanities • Games for cultural promotion and preservation • New game about “La cortesía de España” in collaboration with the “Compañía de Nacional de Teatro Clasico” 20
    • 21. Thank you! 21 @BaltaFM Slides will be available at