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This paper describes a general model for the integration of portable game devices (e.g. Nintendo DS™) in preexisting e-Learning systems, also known as Learning Management Systems (e.g. Moodle™). This integration simplifies the deployment of educational games in the classroom and provides instructors with information about what students are actually doing with the games. The general model is exemplified with the development of CS-Training, an educational application for undergraduate Computer Engineering education.
Date of Conference: 4-7 July 2010