360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION
Full recordShow full item record
AbstractOnline distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.
Downes, G, McKevitt, P, Lunney, TF, Farren, J and Ross, C (2012) 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. In: Proc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012), Carlton Hotel, Dublin Airport, Dublin, Ireland. Logos Verlag. 6 pp. [Conference contribution]