Vol. 17 / 2022 – International Conference on Virtual Learning
Harnessing Auto-Generative Learning Objects in Serious Games
The IT industry has a shortage problem regarding human resources. High economical projects are rejected due to the human resources shortage. Such practices affect the internal revenue and thus the national economy. Universities developed several solutions in this sense for a faster and better training of students. They developed distance learning programs, MOOCs, etc. The use of auto-generation learning objects (AGLOS) represents a solution in this sense since it has the potential to deliver online variable and dynamic e-learning content based on function compositions and random numbers. A gamification of such objects would motivate and enable students to improve their competences in the field of ITC.
serious games, e-learning, computer science disciplines, gamification, mobile applications, auto-generative learning objects
CITE THIS PAPER AS:
Ciprian-Bogdan CHIRILA, "Harnessing Auto-Generative Learning Objects in Serious Games", International Conference on Virtual Learning, ISSN 2971-9291, ISSN-L 1844-8933, vol. 17, pp. 275-286, 2022. https://doi.org/10.58503/icvl-v17y202223