The development of pedagogies that can provide alternatives to traditional approaches is becoming increasingly important as a means of enhancing the attractiveness of training courses, appealing to new types of learners and designing learning systems that help to develop multidisciplinary skills. In this context, the JEN.lab project aims to offer innovative perspectives for learning based on the design of digital epistemic games (JENs in French). The research effort presented in this paper is part of the JEN.lab project. We aim to study problems related to the modelling and design of digital epistemic games. We propose a co-design process and an assistant tool supporting this process to guide teachers in designing digital epistemic games called ADDEGames (Assistance Design tool for Digital Epistemic Games). Our approach is based on: (i) the learners and the situation that emerges when they play the game, rather than the device used to play; and (ii) the teachers who want to manage a game-based learning situation. The iterative and participative development process and acceptance test using an agile approach are presented.
For most teachers-designers, operationalizing learning scenarios based on patterns just replicates traditional ways by adding course content and multimedia elements on learning management systems (LMS). We aim to go beyond this method by trying to engage the teachers-designers to design deployable learning scenarios. Using patterns for their design is proven to be an adequate solution to seek balance between the need of expressive instructional scenarios, and the technical constraints that occur while deploying these scenarios on learning management systems. Pattern's formal description is needed in order to translate the concepts of a pedagogical scenario, according to those embedded in the LMS. In this paper, we propose a process to structure, index, formalize, and finally adapt and operationalize the pattern-based learning scenarios. The presented process shows how the use of an ontology modeling learning scenario's concepts helps the automation of deploying the learning scenarios on an LMS. For that, this ontology has been extended with one representing a learning platform paradigm.
Teaching is changing in deep, due to, on one hand, the evolutions of the society expectations and, on another hand, the widely spreading of new technologies. By the way, teachers and trainers need now to structure and formalize their internal designs and should become designers but do not have the competence. We aim to help them during the instructional design process. In that way we propose some methods and tools to support the scenario design activity and the implementation of the resulting models. We present an adaptive user-centered pattern-based learning design approach and the editor tool to support it. A case study is proposed to illustrate the design process.
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