e-UCM Research Group eMadrid Network of Excellence


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work done in eMadrid during the last 4 years and what are we working now for the next 4 years

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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
  • e-UCM Research Group eMadrid Network of Excellence

    1. 1. Educational Technology: 4 years back, 4 years ahead e-UCM Research Group Baltasar Fernandez-Manjon, balta@fdi.ucm.es , @BaltaFM e-UCM research group, www.e-ucm.es
    2. 2. eMadrid: initial goals 2
    3. 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 • www.e-ucm.es 3
    4. 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. 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 e-adventure.e-ucm.es
    6. 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. 7. eAdventure 7 sec. education healthcare accessibility language training http://sourceforge.net/projects/e-adventure
    8. 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. 9. http://www.chermug.eu First visit to OR, with UCMhttp://first-aid-game.e-ucm.es With ONT, educ@ONT
    10. 10. Games for English practice Download from www.e-ucm.es or from CATEDU http://descargaterecursos.wordpress.com/e-adventures/
    11. 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. 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 12 http://www.nmc.org/publications/2013-horizon-report-higher-ed
    13. 13. GLEANER ‣ GLEANER: Game Learning Analytics for education research • Open code framework to capture game traces 13 Reference model in the EU NoE GALA http://e-ucm.github.io/gleaner/
    14. 14. eAdventure 2.0 New versión of eAdventure developped from scratch with new technology ‣ https://github.com/e-ucm/ead/ ‣ http://www.e-ucm.es/ead2blog/
    15. 15. eAdventure 2.0 - Technologies Deployment platforms Communication Learning Analytics xAPI
    16. 16. eAdventure 2.0 - Main goals • Easy creation and deployment of state-of-the-art games • Interoperability • Multiple formats and devices
    17. 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. 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. 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. 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. 21. Thank you! 21 balta@fdi.ucm.es @BaltaFM Slides will be available at http://slideshare.net/BaltasarFernandezManjon