@article {3036, title = {Game Based Learning Using Web Technologies}, journal = {Journal of Intelligent Games and Simulation, Volume 3, Number 2}, year = {2004}, pages = { 67 - 84}, abstract = {Game-based learning has been recognized as an important alternative or supplement to traditional in-class, face-to-face teaching. It can help both adults and children in learning new concepts, acquiring expertise and practicing knowledge. Although game-based learning has been applied mainly for teaching children, it can be quite helpful for adult vocational or university learning. In this paper, a web-based game is presented, which has been developed for enhancing the learning experience of university students. Its goal is to serve as a complement to classes, although it can be used independently. It provides the students with many ways of synchronous or asynchronous communication and knowledge acquisition. Through the game, students have to search for information, understand it and use it in discussions with the members of other teams. Many users are able to play the game simultaneously, while many teachers may run different game themes. Microsoft{\textquoteright}s ASP.NET scripting environment was used for creating the game{\textquoteright}s website and its rationale. The website utilizes also Macromedia{\textquoteright}s communication technology (Flash Communication Server MX) for enabling real-time communication by several means (voice, text, etc). Flash was used in the website for building the real-time communication modules as well as for creating a more elegant user interface.}, author = {Christos Bouras and Vaggelis Kapoulas and Vaggelis Igglesis and Ioannis Misedakis and O Dziabenko and A Koubek and M Pivec and A Sfiri} } @conference {2814, title = {Deployment scenarios of Dves in Education}, booktitle = {ED-MEDIA and ED-TELECOM 1999,Seattle, Washington, USA}, year = {1999}, month = {19 - 24 June}, pages = { 317 - 322}, abstract = {DVEs, along with the Internet in general, offer a number of attractive features for the education sector. However deployment in traditional educational environments, such as secondary schools, has not been achieved on a noticeable scale so far. In this contribution, we discuss technical and pedagogical issues, and specifically define possible scenarios of how this technology can be introduced to the school sector in a sustainable way.}, author = {Christos Bouras and Vaggelis Kapoulas and A Koubek and H Mayer} } @conference {2817, title = {Virtual European School-VES}, booktitle = {IEEE Multimedia Systems{\textquoteright}99, Special Session on European Projects, Florence, Italy}, year = {1999}, month = {7 - 11 June}, pages = { 1055 - 1057}, abstract = {The Virtual European School (VES) is an ongoing European project - funded by the Educational Multimedia Task Force Initiative of the European Union - with the aim to develop a comprehensive on-line resource of teaching material for secondary school education. The system will be fed by a group of smaller publishing houses from different European countries (Austria, Italy, Greece, Great Britain) specialised in educational material. The offer will contain multimedia material, CBT products, and also additional background materials, such as passages from schoolbooks, or Internet resources. The technical structure of the VES system will be based on Internet technologies, with interconnected VES servers in each participating region. The multimedia material will be stored in a database, with multi-lingual annotations for each project. There exist three user groups within the VES: publishers, teachers and pupils.}, author = {Christos Bouras and Vaggelis Kapoulas and A Koubek and D Fotakis and H Mayer and H Rehatscheck} }