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

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

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  • 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. 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. 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. why use eAdventure? sec. education healthcare accessibility language training
  • 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. 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. 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. 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. Authoring integration in edX Studio
  • 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. 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. 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. 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. 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. Questions / Comments?