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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 111))

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Abstract

Our research in game based learning area is moving from traditional web-based Learning Management Systems towards game-based Learning Management Systems, with the intention of integrating upsides of using games in university education. This paper gives insight in to our recent work in area of reusability of Learning Objects between web-based LMSs and game-based LMSs. One of the major issues was how to use classical Learning Objects in development of educational games. We decided to apply a Model Driven Approach to Learning Objects repurposing, which represents a two-step process. Web based Learning Object is transformed into more abstract model and then returned enriched with game specific attributes to a platform specific model. For that purpose we propose a new term Educational Game Learning Object (EGLO). Different games that use different environment and settings can simply reuse Educational Game Learning Objects. Another contribution of our work is a software tool that can be used to import, transform, edit and add metadata, store and export Learning Objects. Applicability of this approach is demonstrated in one simple example.

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Minović, M., Milovanović, M., Starcevic, D. (2010). Using Learning Objects in Games. In: Lytras, M.D., Ordonez De Pablos, P., Ziderman, A., Roulstone, A., Maurer, H., Imber, J.B. (eds) Knowledge Management, Information Systems, E-Learning, and Sustainability Research. WSKS 2010. Communications in Computer and Information Science, vol 111. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16318-0_33

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  • DOI: https://doi.org/10.1007/978-3-642-16318-0_33

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16317-3

  • Online ISBN: 978-3-642-16318-0

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