0
Serious Games
as edX MOOC Activities
Manuel Freire, Ángel del Blanco, Baltasar
Fernández-Manjón
balta@fdi.ucm.es ; @baltaF...
Outline
• Goal: Serious Game integration into MOOC
• Motivation:
– best of both worlds
• MOOC: huge potential audience,
mo...
Why focus on edX?
– Popular
(big 3: Coursera, edX, Udacity)
– Open-source
(easier to develop, welcoming GitHub community)
...
why use eAdventure?
sec. education healthcare accessibility language training
Rich activities
edX eAdventure
Author ad-hoc XML within edX Studio eAdventure Editor
Run XModule / XBlock eAdventure Engin...
Modular activities in edX:
great expectations
• The activity itself
– XModules (old)
– XBlocks (new; WIP; standardized env...
A happy XBlock
• Runtimes (auth., LMS, appengine) provide
– storage (=state)
– url-mapping (=location, callback support)
–...
Integration: runtime & reporting
• eAdventure "assessment profile":
generated feedback
• Minimal integration:
report back ...
Authoring integration in edX Studio
Authoring reporting in eAdventure
The assessment profile panel. For the selected assessment rule, (a)
is a condition over ...
Collecting game LAs from MOOCs
• Thousands of concurrent users = lots of data
– Redundancy: keep local copy, keep trying t...
Conclussion
• Definitely possible to integrate SGs into
MOOCs
• edX is still a moving target
– Very active development
– D...
Gamification
• Award "completion badges" for in-game
activities
• Complementary to traditional educational
objectives
• Se...
Future work
• Exploring all the possibilities of LON-CAPA
• Advance beyond proof-of-concept
– Create a self-contained XBlo...
Questions / Comments?
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2014 04 03 (educon2014) emadrid ucm serious games as ed x mooc activities

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2014 04 03 (educon2014) emadrid ucm serious games as ed x mooc activities

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Transcript of "2014 04 03 (educon2014) emadrid ucm serious games as ed x mooc activities"

  1. 1. Serious Games as edX MOOC Activities Manuel Freire, Ángel del Blanco, Baltasar Fernández-Manjón balta@fdi.ucm.es ; @baltaFM http://www.slideshare.net/BaltasarFernandezManjon
  2. 2. Outline • Goal: Serious Game integration into MOOC • Motivation: – best of both worlds • MOOC: huge potential audience, motivation & analytics present problems • SG: adds motivation, improved analytics (if we can manage the data influx) – both are growing. Can they complement each other? – more users => significant research • Outcomes: – proof-of-concept – map of integration strategies
  3. 3. Why focus on edX? – Popular (big 3: Coursera, edX, Udacity) – Open-source (easier to develop, welcoming GitHub community) – Growth perspective MOOC.org: google partnership, "1st half of 2014" – Rich activities molecule editor, foldit integration, circuit editor, LON-CAPA support...
  4. 4. why use eAdventure? sec. education healthcare accessibility language training
  5. 5. Rich activities edX eAdventure Author ad-hoc XML within edX Studio eAdventure Editor Run XModule / XBlock eAdventure Engine Analyze basic completion reports + ad-hoc + Analytics ??? Gleaner (game analytics)
  6. 6. Modular activities in edX: great expectations • The activity itself – XModules (old) – XBlocks (new; WIP; standardized environment) • Analysis of the activities' results – Ad-hoc reporting + basic completion (old) – Insights (new; very much WIP) (we expected both projects to be further along by now...)
  7. 7. A happy XBlock • Runtimes (auth., LMS, appengine) provide – storage (=state) – url-mapping (=location, callback support) – analytics • each XBlock provides – views (returns HTML fragments; may include authoring view) – handlers (typically AJAX) – structure (hierarchy of children)
  8. 8. Integration: runtime & reporting • eAdventure "assessment profile": generated feedback • Minimal integration: report back global outcomes • Multi-level integration: each section reports as a "different" activity • Low-level integration: report back everything
  9. 9. Authoring integration in edX Studio
  10. 10. Authoring reporting in eAdventure The assessment profile panel. For the selected assessment rule, (a) is a condition over the game state that triggers the rule, while (b) is the information included in the assessment report, and (c) are the pair attribute-values to be sent to the LMS-MOOC.
  11. 11. Collecting game LAs from MOOCs • Thousands of concurrent users = lots of data – Redundancy: keep local copy, keep trying to send updates until ack (w/ exponential backoff) – Depth: send most important data first – Server-side: write-optimized databases highly recommended (Cassandra, Mongo, ...) • Not yet tested in proof-of-concept • One of the most promising aspects
  12. 12. Conclussion • Definitely possible to integrate SGs into MOOCs • edX is still a moving target – Very active development – Docs < Mailing-list • Other paths available – LTI wrapper
  13. 13. Gamification • Award "completion badges" for in-game activities • Complementary to traditional educational objectives • Self-assessment, status ... but not just for games Popular in games ...
  14. 14. Future work • Exploring all the possibilities of LON-CAPA • Advance beyond proof-of-concept – Create a self-contained XBlock (at multi-level integration) – Test it in an open edX MOOC – Add edX-activity deployment to eAdventure 2.0 • Test – Reporting with thousands of simultaneous users – Game evolution based on LA results – Peer-to-peer game-trace grading?
  15. 15. Questions / Comments?
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