Reusability in Serious Games Environment
Ioana Andreea Stănescu
Advanced Technology System Târgovişte
National Defense University Carol I
Carmen Elena Cîrnu
National Institute for Research and Development in Informatics ICI Bucharest
Abstract: The importance of interoperability in information technology is well known. The ability of systems to interoperate with another is a concern which must be considered simultaneously from technical, semantic and pragmatic perspectives and covering all the concerns relevant for different stakeholders. This paper addresses standardization, reusability and interoperability issues in serious games environments, with the purpose of highlighting their importance in building the efficiency of the serious game development processes. The authors introduce a Serious Games Multidimensional Interoperability Framework that enables the construction of interoperability scenarios, and detail reusability opportunities in the serious game mechanics and assessment areas. The research also pleads for the impact that creativity has on the development of new interoperability solutions.
Key words: Interoperability, Reusability, Standardization, Serious Games.
- DEIBLER, N. P.; BERKING, P.: Instructional Design and SCORM. [book auth.] Jesukiewicz P., Kahn B. Wisher R.. Learning on Demand: ADL and the Future of e-Learning. Alexandria, VA. : Advanced Distributed Learning, 2010.
- DOERKSEN, T. L.: Cent repurontposing: Supporting models, methodology, and content development techniques. 5, 2002, MAI, Vol. 41, p. 125.
- HOGAN, B.: Untitled: Thoughts on the Creative Process. l.: Creative Collective, 2011.
- HUNTER, R.: Standards, Conformity Assessment, and Accreditation for Engineers. Boca Ratorn, FL: CRC Press, 2009.
- KELLE, S. ş.a.: Standardization of Game Based Learning Design. [book auth.] Beniamino Murgante, et al., et al. Computational Science and Its Applications – ICCSA 2011. BERLIN: SPRINGER BERLIN / HEIDELBERG, 2011, pp. 518-532.
- KLEON, A.: Steal Like an Artist: 10 Things Nobody Told You About Being Creative. New York, NY : Workman Publishing Company, 2012.
- LEHRER, J.: Imagine: How Creativity Works. New York, NY: Canongate Books, 2012.
- MATELLO, M.G.; CASANOVA, M.A.: Training Games and GIS. [book auth.] Navratil G. Research Trends in Geographic Information Science. l.: Springer Berlin Heidelberg, 2009, pp. 251-264.
- SHANE, G. P.: The Development of SCORM. [book auth.] Jesukiewicz P., Kahn B. Wisher R. Learning on Demand: ADL and the Future of e-Learning. Alexandria, VA.: Advanced Distributed Learning, 2010.
- SHANLEY, M.; STRAUS, S. G.; LEWIS, M. W.; ROTHENBERG, J.; LEUSCHNER K. J.: Reuse of Learning Content. [book auth.] JESUKIEWICZ P., KHAN B. WISHER R. Learning on Demand: ADL and the Future of e-Learning. Alexandria, VA: Advanced Distributed Learning, 2010.
- STĂNESCU, I. A.; ŞTEFAN, A.; ROCEANU, I.; LIM, T.: Applying Interoperability in Serious Games Environments, International Conference on Virtual Learning ( ICVL), 2012.
- STĂNESCU, I. A.; ŞTEFAN, A.; KRAVCIK, M.; LIM, T.; BIDARRA, R.: Interoperability Strategies for Serious Games Development, ISI proceedings, the 8th eLSE Conference, Bucureşti, România, Aprilie 26-27, 2012.