dc.contributor.author |
Antonova, Albena |
en_US |
dc.contributor.author |
Todorova, Korneliya |
en_US |
dc.date.accessioned |
2011-10-24T20:24:27Z |
|
dc.date.available |
2011-10-24T20:24:27Z |
|
dc.date.issued |
2010 |
bg |
dc.identifier.citation |
Antonova, Albena, Todorova, Korneliya (2010), Serious Games and Virtual Worlds for High-level Learning Experiences, Proceedings of International Conference on SOFTWARE, SERVICES & SEMANTIC TECHNOLOGIES, September 11-12, 2010, Varna, Bulgaria, ISBN 978-954-9526-71-4, p. 250 |
en_US |
dc.identifier.isbn |
978-954-9526-71-4 |
bg |
dc.identifier.uri |
http://hdl.handle.net/10506/621 |
|
dc.description.abstract |
The present research aims to discuss the role of serious games and virtual worlds as emerging technologies leading to high-level learning experiences. A review of theoretical concepts for knowledge acquisition and learning is provided, focusing on the role of personal experiences and trial-anderror methods. Some of the basic characteristic of serious games and virtual worlds have been reviewed and their main advantages and limitations for elearning are discussed. Thus a model for interactive virtual environment, integrating SG&VW and e-Learning is proposed, aiming to deliver high-order learning experiences. Finally the paper discovers some of the main limitations of SG and VW in practice and provide a number of considerations for their wider integration in the learning process. |
en_US |
dc.format |
application/pdf |
bg |
dc.language.iso |
eng |
bg |
dc.publisher |
Demetra EOOD |
en_US |
dc.relation |
info:eu-repo/grantAgreement/EC/FP7/205030 |
bg |
dc.rights |
info:eu-repo/semantics/openAccess |
bg |
dc.subject |
serious games |
en_US |
dc.subject |
virtual worlds |
en_US |
dc.subject |
e-learning virtual environments |
en_US |
dc.title |
Serious Games and Virtual Worlds for High-level Learning Experiences |
en_US |
dc.type |
info:eu-repo/semantics/conferencePaper |
bg |
dc.relation.citedbygoogle |
2 |
bg |