2010-04-14 educon eMadrid Baltasar Fdez-Manjón UCM


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2010-04-14 educon eMadrid Baltasar Fdez-Manjón UCM

  1. 2. Schedule <ul><li>Introduction to Game-Based Learning (GBL) </li></ul><ul><li>Introduction of games in the learning flow : open issues </li></ul><ul><li>The <e-Adventure> platform: present </li></ul><ul><li>The future of <e-Adventure> : ongoing research </li></ul><ul><li>Conclusions </li></ul>
  2. 3. Game-Based Learning: A Learning Technology on the Rise <ul><li>Game-Based Learning (GBL) has attracted attention </li></ul><ul><li>It is being used in different contexts (e.g. medical education) </li></ul><ul><li>Some of the advantages </li></ul><ul><ul><li>“ Learning by doing” principles </li></ul></ul><ul><ul><li>Enhance students’ motivations </li></ul></ul><ul><ul><li>Involve students in their own learning </li></ul></ul><ul><ul><li>Etc. </li></ul></ul>But to achieve general adoption… There are still many open issues!
  3. 4. Integration of Games in the Learning Flow: Open Issues <ul><li>At the DESIGN Stage </li></ul><ul><ul><li>Balance between entertainment and educational value </li></ul></ul><ul><ul><li>Involve instructors in the process to guarantee a </li></ul></ul><ul><ul><li>high educational value ! </li></ul></ul><ul><ul><li>Choose an appropriate game genre </li></ul></ul>Entertainment Educational value
  4. 5. Integration of Games in the Learning Flow: Open Issues <ul><li>At the PRODUCTION Stage </li></ul><ul><ul><li>¡The Cost! Developing a whole game is expensive </li></ul></ul><ul><ul><li>Reusability is SCARCE </li></ul></ul><ul><ul><li>(games as black-boxes) </li></ul></ul>Data
  5. 6. Integration of Games in the Learning Flow: Open Issues <ul><li>At the DEPLOYMENT stage </li></ul><ul><ul><li>Games are an extra burden for the instructor </li></ul></ul><ul><ul><ul><li>Games usually need to be installed </li></ul></ul></ul><ul><ul><ul><li>Games usually need to be handed out in CDs or DVDs </li></ul></ul></ul><ul><ul><ul><li>Games usually require controlled environments </li></ul></ul></ul><ul><ul><ul><li>Games usually demand up-to-date computers </li></ul></ul></ul><ul><ul><ul><li>Teachers do not always have the preparation to install and execute the games </li></ul></ul></ul><ul><ul><ul><li>There is not always time in the curricula to arrange play sessions </li></ul></ul></ul><ul><ul><li>How do instructors evaluate students’ performance? </li></ul></ul><ul><ul><ul><li>Plan and elaborate de-briefing sessions, post-tests, debates, etc. </li></ul></ul></ul>
  6. 7. <e-Adventure>: Main Goals <ul><li>Increase the educational value , reduce the development costs </li></ul><ul><li>Facilitate deployment and assessment : integration with e-Learning environments </li></ul>
  7. 8. <e-Adventure> <ul><li>Increase the educational value, reduce the development costs </li></ul><ul><ul><li>Instructor-oriented game authoring tool </li></ul></ul><ul><ul><ul><li>No programming needed! </li></ul></ul></ul><ul><ul><ul><li>Reduces development costs </li></ul></ul></ul><ul><ul><ul><li>Facilitates maintenance and reusability </li></ul></ul></ul>
  8. 9. <e-Adventure> <ul><li>Increase the educational value, reduce the development costs </li></ul><ul><ul><li>Game genre : Point-and-click 2D adventure games (like Myst™ or Monkey Island™) </li></ul></ul><ul><ul><ul><li>High educational value </li></ul></ul></ul><ul><ul><ul><ul><li>Promotes reflection instead of action </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Resolution of complex puzzles </li></ul></ul></ul></ul><ul><ul><ul><ul><li>The story is important! </li></ul></ul></ul></ul>
  9. 10. <e-Adventure> <ul><li>Increase the educational value, reduce the development costs </li></ul><ul><ul><li>Game patterns (from experience) </li></ul></ul><ul><ul><ul><li>First-person photo-based games => Procedural knowledge. Contexts like medicine, engineering, etc. </li></ul></ul></ul><ul><ul><ul><li>Third-person games => Concepts. Subjects like History </li></ul></ul></ul>First-person photo-based games Third-person games
  10. 11. <e-Adventure> <ul><li>Increase the educational value, reduce the development costs </li></ul><ul><ul><li>Development methodology that involves instructors </li></ul></ul><ul><ul><ul><li>Cooperation of roles </li></ul></ul></ul><ul><ul><ul><li>Instructors add educational value to the products </li></ul></ul></ul><ul><ul><ul><li>A good story never becomes a bad game </li></ul></ul></ul>
  11. 12. <e-Adventure> <ul><li>Facilitate deployment and assessment: integration with e-Learning environments </li></ul><ul><ul><li>Automatically produce assessment reports </li></ul></ul><ul><ul><li>Exportation as Learning Objects ! </li></ul></ul><ul><ul><ul><li>Deploy the games on any Web-based environment </li></ul></ul></ul><ul><ul><li>Active Integration with e-Learning environments (e.g. Moodle, Sakai, etc.) using SCORM </li></ul></ul>
  12. 13. Integración con Entornos Virtuales de Enseñanza <ul><li>Proceso de exportación </li></ul><ul><ul><li>Configurar arquitectura (ambas capas). </li></ul></ul><ul><ul><li>Etiquetar contenido con meta-datos </li></ul></ul><ul><ul><li>Empaquetamiento como Objeto de Aprendizaje (IMS-CP, SCORM, AGREGA) </li></ul></ul>
  13. 14. Open Issues (There is still work to do!) <ul><li>The problem of introducing the games in the learning flow </li></ul><ul><li>The cost of DESIGNING and IMPLEMENTING the story of the games </li></ul><ul><li>The cost of PRODUCING the art assets </li></ul><ul><li>Prevent digital division! </li></ul>
  14. 15. Ongoing Research: Integration with LAMS <ul><li>LAMS: Learning Authoring Management System promoted by Macquaire University </li></ul><ul><li>Goal: Integrate <e-Adventure> with LAMS </li></ul><ul><ul><li>Use games just as any other content in the LAMS sequences! </li></ul></ul><ul><ul><li>Use game outputs (i.e. assessment variables and report) as inputs for branching in the sequence </li></ul></ul><ul><ul><li>Increase visibility of both GBL in general and eAd in particular! </li></ul></ul>
  15. 16. Ongoing Research: The <e-Adventure> WEEV <ul><li>WEEV: Writing Environment for Educational Videogames </li></ul><ul><li>Goal: Facilitate the design and implementation of the story in the games through a Domain-Specific Visual Language </li></ul><ul><li>Integrated with <e-Adventure> </li></ul><ul><ul><li>Start DESIGNING the game with WEEV </li></ul></ul><ul><ul><li>Finish the IMPLEMENTATION with <e-Adventure> </li></ul></ul>
  16. 17. Ongoing Research: Art assets library and tools <ul><li>Gathering the art assets for a game is one of the main bottlenecks </li></ul><ul><li>Our work </li></ul><ul><ul><li>Distribute a library of ready-to-use art assets </li></ul></ul><ul><ul><li>Character configuration tool </li></ul></ul><ul><ul><li>Art assets management tool for artists </li></ul></ul>
  17. 18. Ongoing Research: Accessibility <ul><li>New kinds of content (e.g. video games) can create new digital barriers if accessibility is not addressed </li></ul><ul><li>Video games are not an accessible kind of content </li></ul><ul><ul><li>Technologies involved sometimes have accessibility problems (Java, Flash, etc.) </li></ul></ul><ul><li>Goal: Implement accessibility at authoring level </li></ul><ul><ul><li>“ Implement once, use many” </li></ul></ul><ul><ul><li>Increase “visibility” and developer awareness </li></ul></ul><ul><ul><li>Reduce costs! </li></ul></ul>
  18. 19. Finally… <ul><li><e-Adventure> is now a stable product but we still working hard to improve it. </li></ul><ul><li>What would you like to have in <e-Adventure> 2.0? We’d like to hear your comments!! </li></ul><ul><li>Contact </li></ul><ul><ul><li>[email_address] </li></ul></ul><ul><ul><li>In-built tool in <e-Adventure> </li></ul></ul><ul><li>More info: </li></ul><ul><ul><li>http://e-adventure.e-ucm.es </li></ul></ul><ul><ul><li>http://www.e-ucm.es </li></ul></ul>
  19. 20. Thank you! Any Questions? <ul><li>Baltasar Fernández Manjón </li></ul><ul><li>[email_address] </li></ul><ul><li>More info: </li></ul><ul><ul><li>http://e-adventure.e-ucm.es </li></ul></ul><ul><ul><li>http://www.e-ucm.es </li></ul></ul>