Bennis, L. and Amali, S. (2019) From learning game to adaptive ubiquitous game based learning. International Journal of Emerging Technologies in Learning, 14 (16). pp. 55-65.

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Mobile Learning (also known as m-learning) and game-based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner's learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learning Game (ULG). Mobile technologies are very diverse and market demands push the continued development of new technologies and features that present a big challenge in time and development costs. On the other hand creating a nice game for different player profiles requires the addition of the learner's model in the design phase of the game. In this sense the main aim of this paper is to present the new architecture of the < e-Adventure > educational adventure games authoring tool and its implementation by addressing the different challenges already cited in order to generate an adaptive ULG for multiples mobile platforms. © 2019 Kassel University Press GmbH.

Item Type: Article
Uncontrolled Keywords: E-learning; Engineering education; Telecommunication equipment, Authoring tool; Learning game; Mobile Learning; Technology enhanced learning; Ubiquitous learning, Learning systems
Subjects: Engineering
Divisions: SCIENTIFIC PRODUCTION > Engineering
Depositing User: Administrateur Eprints Administrateur Eprints
Last Modified: 31 Jan 2020 15:47

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