Abstract
In this paper, we describe an approach to modelling competences as learning resources in a serious game environment, where competences are described in detail to identify observable behavioural indicators. This enables the evaluation and assessment of learning, where specific behaviours indicate if a player does or does not have a competence. We have used the OKEI Competence Modelling Framework to describe the competences, where the application of a competence in a specific situation or within a context can be modelled. The main focus of this paper is to analyse and discuss the opportunities and challenges that we have experienced during this work. While the approach is resources intensive to describe the competences in sufficient level of detail, it provides a reusable set of Behavioural Indicators that can be used both in designing and evaluating other Technology Enhanced Learning applications. Most importantly, the work provided important input for the design of the game scenarios in describing situations and relevant contextual information as well as input for improving the believability of the avatars in the game