Skip to main content

A Flexible and Easy-to-Use Platform to Create Advanced Edutainment Applications

  • Conference paper
  • First Online:
E-Learning and Games (Edutainment 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9654))

Abstract

This paper describes the results of a R&D project focused on the creation of a flexible and easy-to-use platform for creating advanced multimedia applications, with strong focus on education and leisure contexts. Most of the similar existing platforms lack of enough flexibility to create different kind of content, or they require a strong technical background for authoring applications. In this project, a balance between flexibility and easiness has been fulfilled. Several use cases, whose authors have different levels of technical background, have been defined to validate it.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Egenfeldt-Nielsen, S.: Beyond Edutainment: Exploring the Educational Potential of Computer Games. Lulu. com (2005)

    Google Scholar 

  2. Blunt, R.: Does game-based learning work? Results from three recent studies. In: The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), NTSA, Orlando, Florida, USA, pp. 945–954 (2007)

    Google Scholar 

  3. Prensky, M.: Computer games and learning: digital game-based learning. In: Handbook of Computer Game Studies, vol. 18, pp. 97–122 (2005)

    Google Scholar 

  4. Tanaka, K., Kataoka, T., Hasegawa, M.: Virtual sport system for optimum exercising based on a user model. In: Chang, M., Kuo, R., Kinshuk, Chen, G.-D., Hirose, M. (eds.) Learning by Playing. LNCS, vol. 5670, pp. 283–290. Springer, Heidelberg (2009)

    Google Scholar 

  5. Meyer, B.: Learning English through serious games – reflections on teacher and learner performance. In: Chang, M., Kuo, R., Kinshuk, Chen, G.-D., Hirose, M. (eds.) Learning by Playing. LNCS, vol. 5670, p. 293. Springer, Heidelberg (2009)

    Google Scholar 

  6. Georgiev, T., Georgieva, E., Smrikarov, A.: M-learning-a new stage of E-learning. Int. Conf. Comput. Syst. Technol.-CompSysTech 4(28), 1–4 (2004)

    Google Scholar 

  7. Chen, C.M., Hsu, S.H., Li, Y.L., Peng, C.J.: Personalized intelligent m-learning system for supporting effective English learning. In: 2006 IEEE International Conference on Systems, Man and Cybernetics, SMC 2006, vol. 6, pp. 4898–4903. IEEE, October 2006

    Google Scholar 

  8. Wang, Wei, Zhong, Shaochun, Zhang, Zhuo, Lv, Senlin, Wang, Lina: Empirical research and design of M-learning system for college English. In: Chang, Maiga, Kuo, Rita, Kinshuk, Chen, Gwo-Dong, Hirose, Michitaka (eds.) Learning by Playing. LNCS, vol. 5670, pp. 524–535. Springer, Heidelberg (2009)

    Google Scholar 

  9. Sauer, S., Osswald, K., Wielemans, X., Stifter, M.: U-create: creative authoring tools for edutainment applications. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 163–168. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  10. Göbel, S., Becker, F., Feix, A.: INSCAPE: storymodels for interactive storytelling and edutainment applications. In: Subsol, G. (ed.) ICVS-VirtStory 2005. LNCS, vol. 3805, pp. 168–171. Springer, Heidelberg (2005)

    Google Scholar 

  11. Gobel, S., Salvatore, L., Konrad, R.: StoryTec: a digital storytelling platform for the authoring and experiencing of interactive and non-linear stories. In: International Conference on Automated solutions for Cross Media Content and Multi-channel Distribution AXMEDIS 2008, pp. 103–110. IEEE, November 2008

    Google Scholar 

  12. Pranantha, D., Bellotti, F., Berta, R., De Gloria, A.: A format of serious games for higher technology education topics: a case study in a digital electronic system course. In: 2012 IEEE 12th International Conference on Advanced Learning Technologies (ICALT), pp. 13–17. IEEE, July 2012

    Google Scholar 

  13. Pranantha, D., Bellotti, F., Berta, R., De Gloria, A.: Puzzle-it: An HTML5 serious games platform for education. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds.) GameDays 2012 and Edutainment 2012. LNCS, vol. 7516, pp. 134–143. Springer, Heidelberg (2012)

    Chapter  Google Scholar 

  14. West, M.: Evolve your hiearchy. Game Dev. 13(3), 51–54 (2006)

    Google Scholar 

  15. Buneman, P.: Semistructured data. In: Proceedings of the Sixteenth ACM SIGACT-SIGMOD-SIGART Symposium on Principles of Database Systems. ACM (1997)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David Oyarzun .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Barrena, N., Navarro, A., Oyarzun, D. (2016). A Flexible and Easy-to-Use Platform to Create Advanced Edutainment Applications. In: El Rhalibi, A., Tian, F., Pan, Z., Liu, B. (eds) E-Learning and Games. Edutainment 2016. Lecture Notes in Computer Science(), vol 9654. Springer, Cham. https://doi.org/10.1007/978-3-319-40259-8_26

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40259-8_26

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40258-1

  • Online ISBN: 978-3-319-40259-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics