360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION

G Downes, P McKevitt, TF Lunney, J Farren, C Ross

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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Abstract

Online distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.
Original languageEnglish
Title of host publicationUnknown Host Publication
EditorsR Walshe, D Perrin, P Cunningham
Place of PublicationBerlin, Germany
PublisherLogos Verlag
Pages116-121
Number of pages6
ISBN (Print)978-3-8325-3240-6
Publication statusPublished (in print/issue) - Sept 2012
EventProc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012) - Carlton Hotel, Dublin Airport, Dublin, Ireland
Duration: 1 Sept 2012 → …

Conference

ConferenceProc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012)
Period1/09/12 → …

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