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Towards Gameplay Ontology for Game Based Learning System Design Process Monitoring
1. TEEM ‘14
Technological Ecosystems for Enhancing Multiculturality
Salamanca , October 1 -3 , 2014
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
2. OUTLINE
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oIntroduction
oGBLS Design Process: Problems and Defects
oRelated works
oProposal
oConclusion and perspective
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3. 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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5. 5
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.
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.
Designing GBLS where fun qualities and serious aspects are
integrating requires specific skills and expertise.
7. 7
GBLS DESIGN METHODOLOGIES
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]
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8. 8
MODELS AND STEPS OF GBLS DESIGN
PROCESS
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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10. 10
Extracts domain
specific
knowldge
Defines
gameplay
Learning process
design.
Edits scenario
Defines Artistic
aspects
GBLS DESIGN PROCESS
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11. 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.
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GBLS DESIGN PROCESS
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12. 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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13. GBLS GAMEPLAY: THE CORNERSTONE OF GBLS
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Having a formal model to provide an
automatic treatment and
interpretation of the gameplay which
can solve communication and
interoperability problems.
Enable reuse of knowledge
related to gameplay design to
avoid time as well as money
consuming issues.
Foster opportunities to
share knowledge
associeted to gameplay
among actors and tools
participating in the
GBLS design process
DESIGN
TEEM ‘14
Monitoring the GBLS
design process by
providing informations
related to game
environment, artistic
aspect and pedagogical
aspect.
14. GBLS GAMEPLAY: THE CORNERSTONE OF GBLS
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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DESIGN
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17. CONCLUSION AND PERSPECTIVE
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.
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Lighten and reduce actors’ workload.
Validate this ontology with more GBLSs used by childreen or
adolescent.
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18. 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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19. [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.
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REFERENCES