2017
DOI: 10.1007/s10639-017-9624-z
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A praxeological perspective for the design and implementation of a digital role-play game

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Cited by 24 publications
(12 citation statements)
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References 17 publications
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“…Many researchers such as Virvou and Eythimios [6] were confronted to the difficulty of adapting the user interface to the needs of teachers because they waited for the end of the project to involve end-user. The use of Design-Based Research (DBR) seems like a good alternative to maximize the acceptability of authoring tools in class [7] [8]. This movement started in the 1990s and was developed to address several central issues of Technology Enhanced Learning (TEL) such as the need to find solutions with the end-users (teachers and students) and the need to study learning phenomena in the real world rather than in a laboratory.…”
Section: Designing Mobile Learning Game Authoring Toolsmentioning
confidence: 99%
“…Many researchers such as Virvou and Eythimios [6] were confronted to the difficulty of adapting the user interface to the needs of teachers because they waited for the end of the project to involve end-user. The use of Design-Based Research (DBR) seems like a good alternative to maximize the acceptability of authoring tools in class [7] [8]. This movement started in the 1990s and was developed to address several central issues of Technology Enhanced Learning (TEL) such as the need to find solutions with the end-users (teachers and students) and the need to study learning phenomena in the real world rather than in a laboratory.…”
Section: Designing Mobile Learning Game Authoring Toolsmentioning
confidence: 99%
“…The abundance of game design tools [31] as well as the growing "modding" possibilities provided by games themselves [22] have positively contributed to the expansion of this field. The participatory nature of educational games [32,33] is on several occasions used to create learner-centered learning experiences, where both teachers and students are part of the design process [34]. Kalmpourtzis [32] ran participatory educational game design activities, where kindergarten students could create educational games around pre-algebraic patterning for their peers, showing that student participation in making games had a positive impact on their mathematical problem posing skills.…”
Section: Game Design For Learning In Higher Educationmentioning
confidence: 99%
“…To take this temporal aspect into account, the work carried out by the Learning Analytics community focuses on timestamped traces representing learners' activity with the digital environment and theses traces enable for the visualization of learners' activity played with chronograms (e.g. [13]). Specific patterns might be identified in the traces collected from learners' activity (e.g [13]).…”
Section: Traditional Approach For Playing Analyticsmentioning
confidence: 99%
“…[13]). Specific patterns might be identified in the traces collected from learners' activity (e.g [13]). These patterns are key indicators of students' strategies.…”
Section: Traditional Approach For Playing Analyticsmentioning
confidence: 99%
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