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Enhanced Virtual Learning Spaces Using Applied Gaming

  • Panagiotis Migkotzidis
  • Dimitrios VerveridisEmail author
  • Eleftherios Anastasovitis
  • Spiros Nikolopoulos
  • Ioannis Kompatsiaris
  • Georgios Mavromanolakis
  • Line Ebdrup Thomsen
  • Marc Müller
  • Fabian Hadiji
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 916)

Abstract

Online virtual labs, emulate real laboratories where students can accomplish a number of learning tasks and receive courses that otherwise would be difficult if not infeasible to be offered. In reaching this challenging goal, we developed two virtual labs enhancing students knowledge by providing an entertaining and engaging experience. Ensuring that the educational requirements of educators and students will not be overlooked, extensive evaluations of the virtual labs were deployed. Both virtual labs were accompanied with game analytics enabling detailed tracking of learner behavioral data. Tracking and understanding behavioral data facilitated decision-making at the design level of a lab, but also allowed for adapting learning content to the personal needs of the students.

Notes

Acknowledgement

The research leading to these results has received funding from the European Union H2020 Horizon Programme (2014-2020) under grant agreement 731900, project ENVISAGE (Enhance virtual learning spaces using applied gaming in education).

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Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  • Panagiotis Migkotzidis
    • 1
  • Dimitrios Ververidis
    • 1
    Email author
  • Eleftherios Anastasovitis
    • 1
  • Spiros Nikolopoulos
    • 1
  • Ioannis Kompatsiaris
    • 1
  • Georgios Mavromanolakis
    • 2
  • Line Ebdrup Thomsen
    • 3
  • Marc Müller
    • 4
  • Fabian Hadiji
    • 4
  1. 1.Centre of Research and TechnologyThessalonikiGreece
  2. 2.Ellinogermaniki AgogiAthensGreece
  3. 3.Aalborg UniversityAalborgDenmark
  4. 4.goedle.io GmbhCologneGermany

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