A Framework for Incorporating Serious Games into Learning Object Repositories through Experiential Learning

Date
2022-01-04
Authors
Parakh, Abhishek
Subramaniam, Mahadevan
Chundi, Parvathi
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A learning environment Galore seamlessly combining serious games with generative learning objects based on experiential learning model is described. The learning object repository in Galore allows domain experts to elucidate knowledge concepts using parameterized learning objects in diverse formats such as text, visuals, interactive widgets, as well as embedded gamelets to provide a learning experience customized to student learning preferences. Reflective observation and abstract conceptualization zones are explicitly modeled to support the exploratory phases of the experiential learning model. The metadata associated with the knowledge components in the environment are used to develop algorithms that automatically retrieve and synthesize lesson plans for students to achieve a specified set of learning objectives. We illustrate Galore through a case study for secure quantum internet protocols using Python Jupyter notebooks. A total of 28 notebooks and 16 gamelets using Galore cover the foundations of secure quantum internet protocols.
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EdTech and Emerging Technologies, e-learning, learning objects, learning objects, quantum cryptography, quantum secure internet, serious games
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11 pages
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Proceedings of the 55th Hawaii International Conference on System Sciences
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Attribution-NonCommercial-NoDerivatives 4.0 International
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