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

Editor: Patrick Felicia

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Editorial to the ECGBL 2012 Special Issue of EJEL  pp1‑2

Patrick Felicia

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Digital Games and the Hero's Journey in Management Workshops and Tertiary Education  pp3‑15

Carsten Busch, Florian Conrad, Martin Steinicke

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Effective Game Based Citizenship Education in the Age of new Media  pp16‑28

Yam San Chee, Swati Mehrotra, Qiang Liu

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Using Social Media to Support the Learning Needs of Future IS Security Professionals  pp29‑38

Karen Neville, Ciara Heavin

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Game‑Based Language Learning for Pre‑School Children: A Design Perspective  pp39‑48

Bente Meyer

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Children’s Problem‑Solving in Serious Games: The “Fine‑Tuning System (FTS)” Elaborated  pp49‑60

Chinedu Obikwelu, Janet Read, Gavin Sim

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

Stephen Tang, Martin Hanneghan, Christopher Carter

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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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