{'fraction_non_alphanumeric': 0.01346389228886169, 'fraction_numerical': 0.0, 'mean_word_length': 5.390625, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
eAdventure: Serious games, assessment and interoperability

The idea of using serious games in education has been around for a few years. However, regardless of their wide acceptance by the academic community, their actual adoption in real settings remains scarce and often in the form of isolated experiments. During this workshop we discussed the challenges that are preventing the growth of serious games and explored the principles for a second generation of serious games better prepared to overcome such challenges while still providing relevant and engaging learning experiences. The main principles explored relate to the reduction of costs (using the eAdventure platform helps in this regard), the increase of the perceived educational value and solutions to facilitate the deployment and reuse of the games.