<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Re-Telling History: A Web-based Educational Video Game for Teaching History</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Enrique López Mañas</string-name>
          <email>eenriquelopez@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Javier Torrente</string-name>
          <email>jtorrente@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo Moreno-Ger</string-name>
          <email>pablom@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Baltasar Fernández- Manjón</string-name>
          <email>balta@fdi.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Software Engineering and Artificial Intelligence Universidad Complutense de Madrid. Facultad de Informática. C/ Profesor José García Santesmases</institution>
          <addr-line>s/n. 28040 Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>World War Web is an online, strategy Web-based educational video game for teaching history. The web orientation facilitates the integration of the game in an online course for either distance learning or blended learning. Additionally it has been developed according to current standards and specifications from the e-Learning field, which allows a complete integration of the game with Learning Management Systems. The educational value of the game has been enhanced with a powerful and flexible in-game question system. In combination with a flexible design, it allows the reuse of the games for teaching different ages and historical periods by simply re-configuring the game-server.</p>
      </abstract>
      <kwd-group>
        <kwd>Educational video games</kwd>
        <kwd>E-Learning</kwd>
        <kwd>Game-based learning</kwd>
        <kwd>IMS QTI</kwd>
        <kwd>Learning Management System</kwd>
        <kwd>SCORM</kwd>
        <kwd>Strategy video games</kwd>
        <kwd>WebBased Learning</kwd>
        <kwd>World War Web</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Game-based learning is a trend on the rise in the Technology-Enhanced Learning
(TEL) field. The interest in studying the educational potential of video games has
rapidly increased, built upon the relation between the motivation and engagement
provided by games and learning [1]. Other works such as [2-5] have pointed out
several traits of video games that are aligned to learning. Some other traits of
videogames that have been considered adequate for supporting learning are their
relation to constructivist principles [6], their promotion of situated-learning or that
they allow players to explore the game world by trial and error with a very short
feedback cycle [7].</p>
      <p>One of the knowledge areas where game-based learning has been applied is
history. Diverse strategy games such as the Civilization™ saga have been used as
learning tools that allow students to study historical facts from a different perspective
[8]. The problem is that instructors usually find these game-based learning approaches
difficult to integrate in the classroom, as it requires planning game sessions, installing
the software or even conducting debriefing and evaluation sessions to check what the
students are actually learning.</p>
      <p>An approach to solve this problem could be to integrate the games in the so called
Learning Management Systems (LMS), such as Moodle™1, Sakai™2 or ILIAS™3 [9].
The use of LMS in educational organizations has increased a lot, not only for distance
learning but also as a complement for traditional classes (what is usually known as
blearning). Besides, LMS provide numerous tools and functionalities to support
learning in many ways. However, the integration of video games in LMS is a
challenging task due to their opposite nature (LMS are Web-based but games usually
are desktop-based and platform-dependant). Besides modern LMS are being
developed according to standards and specifications (e.g. ADL SCORM [10] or IMS
Learning Design [11]), fostering interoperability and platform independency. This is
an issue that should also be taken into account.</p>
      <p>In this paper we present World War Web (WWW), a strategy Web-based game that
aims to help in the integration of video games in LMS. The key behind WWW is that
it combines the flexibility and low development cost of Web-based games such as the
OGame™4 with the suitability of strategy games for learning history. This is also
enhanced with a flexible in-game question system. The answers of the questions can
be sent to a LMS for processing so instructors are relieved of conducting debriefing
sessions. As a consequence WWW is a tool that instructors can easily integrate in
their online courses. Finally, WWW has been developed in compliance with standards
and specifications fostering interoperability between multiple LMS.</p>
      <p>This paper is structured as follows. In section 2 we discuss some general issues
about e-Learning and educational games, analyzing the main lines of related work that
are the base of this contribution. Then in section 3 we describe the WWW game in
detail. Finally in section 4 some brief conclusions and future lines of work are
presented.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Educational Games and e-Learning</title>
      <p>In this section we will discuss three aspects that are relevant for the integration of
educational video games in Learning Management Systems, especially for the history
domain. Firstly, in section 2.1, we will discuss about the potential of Web-based
games, which is a key point for our work. Secondly, in section 2.2 we give a brief
scope of what e-Learning standards are and why they are important for the integration
of video games in LMS. Finally, in section 2.3 we discuss other applications of
strategy educational video games in the history domain, extracting the features of the
genre that are suitable for education.
1 http://moodle.org/
2 http://sakaiproject.org/portal
3 http://www.ilias.de/
4 http://www.ogame.de
2.1</p>
      <sec id="sec-2-1">
        <title>Web-based Games</title>
        <p>During the last years the paradigm of Web-based video games has arisen, renovating
the underlying basis of an industry, which is usually reluctant to accept new concepts.
Web-based games such as the OGame, which has been for several years on the top of
the list of the most popular German online games published by Nielsen/Netratings5,
have obtained a great success in spite of their low-cost graphics and artistic
appearance. This verifies the idea that a game does not need a massive development
budget to engage players if the game mechanics are designed properly, what is a
crucial issue in educational contexts where money is usually scarce.</p>
        <p>However, their low development cost is not the only argument supporting the value
of Web-based games for e-Learning environments. Web-based games are
OSindependent, which allows interoperability between platforms. They are easy to
deliver, as they just require a Web browser, and to maintain, as updates are only
installed on the server-side. Moreover they do not require users to install any software
on their computers (even they do not require complex communication protocols or
browser add-ons, just HTTP). The relevance of this issue increases in educational
settings, as some times computer labs in educational organizations have restricted
administration privileges for installing new software.</p>
        <p>All these advantages make Web-based games appropriate not only to promote
game-based learning in e-Learning environments, but also to mobile and ubiquitous
learning, as most of modern mobile devices (e.g. PDAs or Pocket PCs) support HTTP
and incorporate their own Web-browsers.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Standards and Specifications in e-Learning</title>
        <p>One of the problems that the academic community identified in old e-Learning
systems is the lack of interoperability between different platforms. Therefore the
investment in developing learning content was unprotected, as the migration to other
platform (or even just an upgrade to a newer version) could lead to loose all the
learning content stored. Thus a lot of efforts from diverse organizations have been
spent on developing specifications and standards that could guarantee content
interoperability. As a consequence new kind of learning content, such as educational
video games, should take into account those specifications.</p>
        <p>One of the most complete specifications is ADL’s SCORM [10]. SCORM allows
the creation of structured instructional packages (i.e. Shareable Content Objects or
SCOs) that can be easily deployed on a SCORM-compliant LMS. In loose terms,
SCORM defines a model for packaging, structuring and annotating the content with
meta-data for later retrieval (Content Aggregation Model). It also defines a
communication protocol between LMS and SCOs in order to exchange valuable data
about the student, how is her/his performance on the achievement of the learning
goals, etc. Moreover, SCORM defines a model for the sequencing and navigation of
the activities in the course (i.e. Sequence &amp; Navigation Model). The IMS Question
and Test Interoperability (QTI) specification [11] defines a general model for the
5 http://www.gameforge.de/content/view/101/28/lang,en/
exchange of questions and exams between different systems. It provides a data model
which defines questions structures, assessments and results, all of them associated
together on an XML that essentially defines a language for interchanging questions
and other assessment material.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Strategy Games for Teaching History</title>
        <p>The use of strategy games for teaching history is not a new concept. Several authors,
motivated by the high realism that games like the Age of Empires™ achieved, have
used Commercial-Off-The-Shelf strategy games in real history courses [8, 12]. The
fact is that although strategy games are not really accurate to the historical facts they
give students the chance to analyze how critical decisions may affect the course of
history [13].</p>
        <p>A good example is the Civilization a family of turn-based strategy computer games
which first issue was developed by MicroProse™ in 1991 and later for Firaxis™ and
2k Games™. It is based on the historical period which goes on a macro-scale from the
prehistory to the present day. The player must guide successfully the civilization to
achieve glory, taking decisions about how to develop the country. Players learn
through the analysis of the consequences that their acts have on the in-game world.
For instance, players can adopt a belligerent attitude and promote research in order to
obtain the nuclear fission bomb. However, before players can launch it over enemy
targets, they will first have to make breakthroughs in physics (i.e. nuclear fission) and
avionics (i.e. long distance bombers). In this manner they understand how research is
a crucial point for war.</p>
        <p>In addition, all of these breakthroughs are then categorized in the game's extensive
Civipedia, giving players some scope and background detail for the historically
accurate research their particular civilization is undertaking.</p>
        <p>Several papers have described how Civilization can helps on an educative process.
In [8] the author described a full learning experience, in which a full history course
was taught using Civilization III as a base platform. In addition, Dr. Shawn Graham, a
professional archaeologist and professor developed a simulation using Civilization IV
to support teaching history of the Roman age. After having a discussion with a student
on how the history could be different under certain premises he suddenly decided to
use Civilization IV to motivate his students, which is described on Planet
Civilization6. Finally, Civilization III was used by BitCasters™ to develop a mod in
order to teach Canadian history. The mod can be downloaded for free from their web
site7.</p>
        <p>As analyzed in this section, strategy games have good traits for teaching history as
a complementary tool. The key point behind them it is not the realism in graphics that
these games have, but the game rules that control the advance of the player in the
game, which support the learning process above described.
6 http://planetcivilization.gamespy.com/View.php?view=Articles.Detail&amp;id=33&amp;game=4
7 http://www.historicanada.com/</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The World War Web Approach</title>
      <p>In this section we describe in more detail World War Web, a strategy online game for
teaching students about history, and which has been set around the Second World
War (Figure 1).</p>
      <p>WWW aims to balance fun and educational value. The ideas presented so far were
taken into account to bring an educational game which can be easily played, with
expert knowledge through a user-friendly interface. As the game is set on a certain
period of time we provide an accurate definition for each entity in the game. For
instance, we can create a Panzer division if we are playing with the Germans, and we
will then read some historical features of this military unit. Or we can choose our
political systems between communism, capitalism and a military state.</p>
      <p>On the other hand, the game includes a Question-Answer system to evaluate the
knowledge of the users, using QTI. The idea is to use the motivation inherent to all
the video games to make a learner of the player. When the user is going to perform a
crucial operation within the game, the system displays a question. If the question is
correctly answered the user will get rewards.</p>
      <p>The game supplies instructors with an easy interface to change all the entities
abovementioned, and related to the Second World War context. In fact, a teacher or
user of this system could easily change the description of units, buildings, civilization
and technologies, historical facts and therefore adapt it to a new and different context.
World War Web can be used as an editor to create online-web based games which can
be applied to an educational process.</p>
      <p>World War Web was developed using Java technologies in order to maximize the
maintainability, extensibility and robustness of the resulting implementation.
Particularly, a multi-tier organization has been adopted (Figure 2), where the
following tiers can be distinguished:</p>
      <p>Web interface: We used Google Web Toolkit8 (GWT) to create an
interactive HTML-based user interface. GWT allowed us to provide the
application with a richer interface in comparison to typical Web-based
games, tackling in this manner the lack of highly cost 3-D graphics.
8 http://code.google.com/webtoolkit/
2. Persistence core: real-time tire tier that stores the current state of the game
and a list of requests received from the interface that must be processed
when the next turn starts.
3. Rules module: updates and modifies the state of the game according to a set
of time-triggered rules based on the Civilization IV™.
4. Question system: Stores and manages questions for the students [14]. Using
&lt;e-QTI&gt; we can assure compatibility with another questions servers bases
on the QTI standard.
5. LMS communication module: allows the game to connect to a LMS and
transmit information about the answers of the questions provided by the
students for assessment purposes. It uses SCORM as communication
protocol.</p>
      <p>The following subsections offer additional detail about the most relevant components.
3.2</p>
      <sec id="sec-3-1">
        <title>The Rules Engine</title>
        <p>The definition of the games are based on the Civilization IV, but adapted to the web
nature of WWW. This is a key aspect since, as discussed in section 2.3, the
educational value of strategy games is mostly supported by their rule systems. Besides
the rules of a strategy game are one of the most difficult parts to fit globally on a
game. Reusing something that has been broadly tested, and where the factors of
production, war or economy are well balanced simplified the task.</p>
        <p>However, there are some significant differences between Civilization and WWW.
Civilization is a desktop application which needs to be installed based on a computer
in order to play it, and is based on a turn-based game we need to adapt it if we want to
deploy on a browser. Civilization IV requires a continuous presence of the user at the
keyboard in order to give all the commands: movement of the units, construction of
the buildings, selection of the technology, etc. Each turn requires the intervention of
each user in order to advance the game, giving the control of the system to the next
player.</p>
        <p>To solve this, and to adapt into a web context, we changed the turn-based paradigm
into a real-time system. We transform every single turn in a certain period of time,
and based on this premise, we do not require every single instant the presence of the
user in front of the computer. The users submit their actions (if any) for each turn, and
the timing and turns are controlled by the game server.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>The Question System</title>
        <p>When the students perform some actions, the question system proposes a question
from a repository that must be answered correctly in order to go on. In addition to the
educational value that it provides (forcing students to learn the most relevant aspects
of history), it has a direct effect on the game as when students select the right answer
they get an additional bonus. This is an extra push for motivating the students.</p>
        <p>For instance, consider a situation where the student is promoting an attack to other
country. Based on the attack algorithm, the system calculates which unit results
victorious, and how many damage they receive in the combat. Then a question is
presented to the student and the final result is adjusted accordingly. The questions are
formulated as a multiple-choice test with a single valid option. If the user chooses the
right answer he or she will receive a bonus during the combat.</p>
        <p>The question system is built according to the QTI specification, which adds
interoperability to the project and allows that instructors could reuse existing
questions.
3.4</p>
      </sec>
      <sec id="sec-3-3">
        <title>LMS communication module</title>
        <p>The answers of the questions can be sent to a LMS for processing and attachment of
the results to the student’s profile. In this manner instructors will not need to plan
debriefing sessions or additional tests to check the learning outcomes of the students.</p>
        <p>The communication is established using SCORM, which defines the necessary data
models and communication interfaces to allow the communication between content
being executed on the student’s computer and the LMS. It should be noted that, unlike
traditional SCOs (Shareable Content Objects), the SCORM module is actually located
in the game-server, and communicates with the LMS which could be on a different
machine. The same game server can open multiple connections to the LMS for the
different users playing the game.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Future Work</title>
      <p>LMS and educational video games are two important tools in Technology-Enhanced
Learning that would benefit from their mutual cooperation. On the one hand
gamebased learning would help to make the online courses more attractive and
motivational for the students, who would also benefit from the other well-known
advantages that video games can provide to learning. On the other hand e-Learning
systems, which use has increased exponentially during the last decades, can be a
perfect vehicle to promote the general adoption of game-based learning in the
educational system.</p>
      <p>In this paper we have depicted how a Web-orientation for designing educational
video games and the use of e-Learning specifications may facilitate the achievement
of the aforementioned integration. As the World War Web online game depicts, it is
possible to achieve a similar learning value compared to other well-known
desktopbased approaches but without requiring any kind of installation and with a smaller
development cost. In this case the WWW game can be as helpful as Civilization IV or
The Age of the Empires to teach history, with the additional value that the question
system and the flexible design provide.</p>
      <p>However, the WWW approach still needs further elaboration and testing. On the
one hand the implementation of the SCORM and QTI specifications must be
reviewed and improved to allow a more detailed communication between the game
and the LMS. On the other hand, we aim to develop a configuration tool for the game
in order to help instructors to adapt the game for teaching different historical ages
more easily. In this manner the game could really be used as an engine to create
online Web-based educational strategy games. Finally we plan to test the WWW
game in a real course with real users in order to measure the effectiveness of this
approach in terms of learning outcomes.</p>
      <p>
        Acknowledgments. The Spanish Committee of Science and Technology
        <xref ref-type="bibr" rid="ref3">(projects
TSI-020301-2008-19 and TIN2007-68125-C02-01)</xref>
        has partially supported this work,
as well as the Complutense University of Madrid (research group 921340) and the EU
Alfa project CID (II-0511-A).
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <given-names>T.</given-names>
            <surname>Malone</surname>
          </string-name>
          ,
          <article-title>"Toward a Theory of Intrinsically Motivating Instruction,"</article-title>
          <source>Cognitive Science</source>
          , vol.
          <volume>5</volume>
          , pp.
          <fpage>333</fpage>
          -
          <lpage>369</lpage>
          ,
          <year>1981</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <given-names>C.</given-names>
            <surname>Aldrich</surname>
          </string-name>
          ,
          <article-title>Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning</article-title>
          . San Francisco, CA: Pfeiffer,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <given-names>J. P.</given-names>
            <surname>Gee</surname>
          </string-name>
          ,
          <article-title>Good videogames and good learning: collected essays on video games</article-title>
          . New York: Peter Lang Publishing,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <given-names>H.</given-names>
            <surname>Jenkins</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Klopfer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Squire</surname>
          </string-name>
          , and
          <string-name>
            <given-names>P.</given-names>
            <surname>Tan</surname>
          </string-name>
          ,
          <article-title>"Entering the Education Arcade," ACM Computers in Entertainment</article-title>
          , vol.
          <volume>1</volume>
          ,
          <string-name>
            <surname>October 2003</surname>
          </string-name>
          <year>2003</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <given-names>K.</given-names>
            <surname>Becker</surname>
          </string-name>
          ,
          <article-title>"Pedagogy in Commercial Video Games," in Games and Simulations in Online Learning: Research</article-title>
          and
          <string-name>
            <given-names>Development</given-names>
            <surname>Frameworks</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Gibson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Aldrich</surname>
          </string-name>
          , and M. Prensky, Eds. Hershey,
          <source>PA: Information Science Publishing</source>
          ,
          <year>2007</year>
          , pp.
          <fpage>21</fpage>
          -
          <lpage>47</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          New York ; Basingstoke: Palgrave Macmillan,
          <year>2003</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <given-names>R.</given-names>
            <surname>Koster</surname>
          </string-name>
          ,
          <source>Theory of Fun for Game Design: Paraglyph</source>
          ,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <given-names>K.</given-names>
            <surname>Squire</surname>
          </string-name>
          and
          <string-name>
            <given-names>S.</given-names>
            <surname>Barab</surname>
          </string-name>
          ,
          <article-title>"</article-title>
          <source>Replaying History: Engaging Urban Underserved Students in Learning World History through Computer Simulation Games," in Sixth International Conference of the Learning Sciences, Santa Monica, United States</source>
          ,
          <year>2004</year>
          , pp.
          <fpage>505</fpage>
          -
          <lpage>512</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <given-names>J.</given-names>
            <surname>Torrente</surname>
          </string-name>
          ,
          <string-name>
            <surname>Moreno-Ger</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Martínez-Ortiz</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fernández-Manjón</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <article-title>"Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming," Educational Technology &amp; Society</article-title>
          (In press),
          <year>2009</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>ADL</surname>
          </string-name>
          ,
          <article-title>"Advanced Distributed Learning Sharable Content Object Reference Model (ADL-SCORM)</article-title>
          .
          <source>"</source>
          vol.
          <year>2006</year>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>IMS Global Consortium</surname>
          </string-name>
          ,
          <article-title>"</article-title>
          <source>IMS Learning Design Specification, Version</source>
          <volume>1</volume>
          .0
          <string-name>
            <given-names>Final</given-names>
            <surname>Specification</surname>
          </string-name>
          ,"
          <year>2003</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <given-names>R.</given-names>
            <surname>Standford</surname>
          </string-name>
          , Ulicsak,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Facer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            ,
            <surname>Rudd</surname>
          </string-name>
          ,
          <string-name>
            <surname>T.</surname>
          </string-name>
          ,
          <article-title>"Teaching with Games: Using commercial off-the-shelf computer games for real education," Futurelab</article-title>
          ,
          <string-name>
            <surname>Bristol</surname>
          </string-name>
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <given-names>M.</given-names>
            <surname>Bittanti</surname>
          </string-name>
          ,
          <article-title>"Civilization: Virtual history, real fantasies," Milan</article-title>
          , Italy: Ludilogica Press,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <given-names>I.</given-names>
            <surname>Martínez-Ortiz</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Moreno-Ger</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. L.</given-names>
            <surname>Sierra</surname>
          </string-name>
          , and
          <string-name>
            <given-names>B.</given-names>
            <surname>Fernández-Manjón</surname>
          </string-name>
          ,
          <article-title>"&lt;e-QTI&gt;: a Reusable Assessment Engine,"</article-title>
          <source>in 5th International Conference on Web-based Learning</source>
          , Penang, Malaysia,
          <year>2006</year>
          , pp.
          <fpage>134</fpage>
          -
          <lpage>145</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>