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Kaouther Raies Faculty of Economic Sciences and Management of Sfax Maha Khemaja The Higher Institute of Applied Sciences and Technology of Sousse
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TOWARDS GAMEPLAY ONTOLOGY FOR GAME BASED LEARNING SYSTEM DESIGN PROCESS MONITORING
Kaouther RAIES
Faculty of Economic Sciences and Management of Sfax
Maha KHEMAJA
The Higher Institute of Applied Sciences and Technology of Sousse
TEEM ‘14Technological Ecosystems for Enhancing Multiculturality
Salamanca , October 1 -3 , 2014
OUTLINE
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o Introduction
oGBLS Design Process: Problems and Defects
oRelated works
oProposal
oConclusion and perspective
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INTRODUCTION
Game Based Learning Systems (GBLS) provides increasingly motivating learning environment.
There use in real scenarios is limited by several factors that span all over the product life cycle affecting the design, implementation and deployment phases.
Their design process requires specific skills and expertise in term of theoretical and technical knowledge’s background.
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GBLS DESIGN PROCESS: PROBLEMS AND DEFECTS
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Challenges of integrating enough educational outcomes
without sacrificing the fun characteristics.
Difficulties of optimizing the design process to produce a
GBLS that respects the gameplay in different phases.
Designing GBLS where fun qualities and serious aspects are
integrating requires specific skills and expertise.
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Related Works
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EMERGO: Methodology and generic toolkit for developing and delivering serious games for higher education [1]
DODDLE Document Oriented Design and Development of Experimental Learning [2]
The global methodology for creating collaborative learning games [3]
GBLS DESIGN METHODOLOGIES
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Design patterns for Game design to facilitate communication between
actors participating in that process[4]
Fundamental steps to follow for producing a GBLS [5]
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MODELS AND STEPS OF GBLS DESIGN PROCESS
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Proposal
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Extracts domain specific
knowldge
Learning process design.
Defines gameplay
Edits scenario
Defines Artistic aspects
GBLS DESIGN PROCESS
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A Semantic Service Oriented Architecture for an appropriate environment [6]:
Enables enterprises participating in that process
to not only transform internal systems to be more
service oriented, but also permits best
collaboration amongst them.
Grants more agile business processes because it
reduces the gap between business process
modeling and implementation.
Allows an increased collaboration within and
across enterprises.11
GBLS DESIGN PROCESS
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GBLS GAMEPLAY: THE CORNERSTONE OF GBLS DESIGN
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The gameplay is considered as the GBLS core, since it reflects the
overall experience during the interaction between the player and the
system.
Lack of formal models to precisely define gameplay for GBLSs has been for a long
time a traditional problem.
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Enable reuse of knowledge related to gameplay design to avoid time as well as money consuming issues.
Having a formal model to provide an automatic treatment and interpretation of the gameplay which can solve communication and interoperability problems.
Foster opportunities to share knowledge associeted to gameplay among actors and tools participating in the GBLS design process
GBLS GAMEPLAY: THE CORNERSTONE OF GBLS DESIGN
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Monitoring the GBLS design process by providing informations related to game environment, artistic aspect and pedagogical aspect.
The whole process of GBLS design must respect underlined points specified in the gameplay.
Optimization of GBLS design process by avoiding eventual deviation with regards to gameplay.
Helping Game designers by guiding them to the right direction by monitoring the game design process.
Controlling every step and decision in order to avoid unnecessary waste of time and money.
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GBLS GAMEPLAY: THE CORNERSTONE OF GBLS DESIGN
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MAPPING BETWEEN GAMEPLAY ONTOLOGY COMPONENT’S AND PEDAGOGICAL
CONTENT
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VALIDATION AND EXPERIMENTATION
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CONCLUSION AND PERSPECTIVE
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GBLS gameplay ontology and its role in monitoring the GBLS design
processResponds to GBLS users’ needs and solves many problems
like flexibility, modularity, and reusability .
Giving them the appropriate presentation of gameplay to produce
more attractive and efficient GBLS, where learning outcomes are
integrating with fun aspects.
Lighten and reduce actors’ workload.
Validate this ontology with more GBLSs used by childreen or
adolescent.
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REFERENCES [1]: R. Nadolski, H. Hummel, H. Van Den Brink , R. Hoffakker , A. slootmaker, H.
Kurvers, and J. Storm. 2008. EMERGO: A methodology and toolkit for developing serious games in higher education, Simulation & Gaming, vol. 39, n°3, p. 338 -352.
[2]:M. Mcmahon. 2009. Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices, In : Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces, IGI Glob-al, p. 98-118
[3]:I. Marfisi-Schottman, A. Sghaiers, and S. Georges. 2009. Vers une industrialisation de la conception et de la production de Serious Games. Envi-ronnements Informatiques pour l’Apprentissage Humain , EIAH. Le mans, France, p. 75-84.
[4]:B. Marne, W. John, B. Kim-Bang, and J. M.Labat.2012. The Six Facets of Serious Game Design: A Methodology Enhanced by Our Design Pattern Library. In Proceedings of 7th European Conference on Technology Enhanced Learning, Saarbrücken, Germany, pp. 208-221, (Springer-Verlag).
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[5]:E. Sanchez, M.Ney, and J.M.Labat. 2011. Articuler motivation et apprentissage grâce aux facettes du jeu sérieux. Revue internationale des technologies en pédagogie universitaire / International Journal of Technologies in Higher Education, vol. 8, n° 1-2, p. 48-57
[6]: Raies, K., KHemaja, M.,and Brahem,R.2013. "Towards Game Based Learning Design Process Based on Semantic Service Oriented Architecture (SSOA), "in Proceedings of the 7th European Conference On Games-Based Learning, pp.698--705, Porto.
REFERENCES
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Thank you for your attention !
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