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Journal Article

A Platform Independent Game Technology Model for Model Driven Serious Games Development  pp61-79

Stephen Tang, Martin Hanneghan, Christopher Carter

© Feb 2013 Volume 11 Issue 1, ECGBL, Editor: Patrick Felicia, pp1 - 79

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Abstract

Game‑based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of ‘digital native’ learners. However, this approach is impeded by the limited availability of suitable ‘serious’ games and high‑level design tools to enable domain experts to develop or customise serious games. Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework.

 

Keywords: game technology model, platform independent game technology model, serious games engineering, model driven engineering, games based learning, model driven serious games development

 

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Journal Issue

Volume 11 Issue 1, ECGBL / Feb 2013  pp1‑79

Editor: Patrick Felicia

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Editorial

Special ECGBL 2012 issue of EJEL

 

The papers in this special issue of The Electronic Journal of eLearning have been selected from the papers presented at The 6th European Conference on Games Based Learning, Cork, Ireland 4‑5th October 2012.

 

This special issue has been edited by Patrick Felicia, Waterford Institute of Technology, Ireland.

 

patrick_felicia 

 

Keywords: blended game-based learning, physically interactive digital games, hero's journey, innovation and change management training, teaching game-based learning, citizenship education, game-based learning, dialogic pedagogy, new media, learning outcomes, social media technology, social business gaming, digital game-based learning (DGBL), information systems (IS), information systems security (ISS) and student assessment and learning, language learning, game-based learning, design for preschool learning, expertise-reversal effect, redundancy effect, fading, adaptable, serious game, fine-tuning system, problem-based learning, scaffolding, ZPD, peer-tutoring, game technology model, platform independent game technology model, serious games engineering, model driven engineering, games based learning, model driven serious games development

 

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