Distributing gamified educational content, including media and executables, and conducting multi-user groupwork activities are challenging because of technological, logistical, ethical, and financial concerns. We address these questions by proposing a cloud-based solution that allows safe and controlled management of educational activities without the need for an on-premises server array. While technology to manage student and educator data, authentication, and grading exist in the forms of LMSs, extending these to online multiplayer games and virtual reality environments is lacking. We introduce a framework integrated with an LMS capable of managing such games, which also includes fine-grained handling of user consent regarding access and use of assets. We also explain how the setup ensures safe and secure data management, especially when recording sensitive data in educational experiments. We detail the design of the web interface that allows teachers and students to set up groups that work together in separate virtual environments, backed by dynamically allocated cloud servers, with automated acquisition of all prerequisite software and assets. An evaluation session with 15 students is analyzed to verify whether the system can meet the above goals in the time constraints of a class activity.

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The e-DIPLOMA Platform: A Cloud-Based Solution for Educational Groupwork in Gamified Environments

  • Viktória Burkus,
  • Andrea Castelli,
  • Ádám Sike,
  • László Szécsi,
  • Gergely Tomcsányi

摘要

Distributing gamified educational content, including media and executables, and conducting multi-user groupwork activities are challenging because of technological, logistical, ethical, and financial concerns. We address these questions by proposing a cloud-based solution that allows safe and controlled management of educational activities without the need for an on-premises server array. While technology to manage student and educator data, authentication, and grading exist in the forms of LMSs, extending these to online multiplayer games and virtual reality environments is lacking. We introduce a framework integrated with an LMS capable of managing such games, which also includes fine-grained handling of user consent regarding access and use of assets. We also explain how the setup ensures safe and secure data management, especially when recording sensitive data in educational experiments. We detail the design of the web interface that allows teachers and students to set up groups that work together in separate virtual environments, backed by dynamically allocated cloud servers, with automated acquisition of all prerequisite software and assets. An evaluation session with 15 students is analyzed to verify whether the system can meet the above goals in the time constraints of a class activity.