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Towards a Service-Oriented
Architecture framework for
educational serious games
Maira B. Carvalho1,2, Francesco Bellotti2, Jun Hu1, Jannicke
Baalsrud Hauge3, Riccardo Berta2, Alessandro De Gloria2 and
Matthias Rauterberg1
ICALT 2015 - July 6th, 2015
1Eindhoven University of Technology
2University of Genoa
3BIBA, University of Bremen
Selecting and organizing the key
functionalities of serious games can
help us develop them more efficiently.
1
Outline
∙ The problem
∙ One possible solution
∙ Towards the solution
∙ Conclusion
2
Defining the object
∙ Serious games: games with a purpose other than to
just entertain
∙ Educational serious games: games created specifically
for teaching some knowledge or skill
3
The problem
Producing educational serious games
can be costly and time-consuming
5
Each game is unique
6
And development requires
multidisciplinary teams
7
How can we deal with this?
We need to reduce conceptual and technological
complexity of serious game development.
8
A possible solution
Service-oriented architectures (SOA) for SGs
∙ Service-oriented
architectures (SOA) can
offer what we need
DIVIDE AND CONQUER
10
Service-oriented architectures (SOA) for SGs
∙ Service-oriented
architectures (SOA) can
offer what we need
∙ SOA: loosely coupled,
black-box components
orchestrated to deliver a
well-defined level of
service
DIVIDE AND CONQUER
10
Service-oriented architectures (SOA) for SGs
∙ Service-oriented
architectures (SOA) can
offer what we need
∙ SOA: loosely coupled,
black-box components
orchestrated to deliver a
well-defined level of
service
∙ Reusability,
compositionality,
maintenance
DIVIDE AND CONQUER
10
Where do we start?
11
Figuring out SG architectures
Serious games elements
Serious games elements:
∙ Building blocks of the game
13
Serious games elements
Serious games elements:
∙ Building blocks of the game
∙ Constitute gameplay over time
13
Serious games elements
Serious games elements:
∙ Building blocks of the game
∙ Constitute gameplay over time
∙ Examples: characters, tokens,
tips, help messages, challenges,
graphics, feedback mechanisms,
assessment, etc.
13
We can work with this...
14
But maybe like this is better!
15
Our approach
Selecting and organizing the key functionalities of
serious games can help us develop them more efficiently.
16
Selecting and organizing elements
∙ We started with a unified
taxonomy of SG elements*
*
Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke
Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis
and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023
17
Selecting and organizing elements
∙ We started with a unified
taxonomy of SG elements*
∙ Selected the (1) most relevant
and (2) most reusable elements
*
Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke
Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis
and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023
17
Selecting and organizing elements
∙ We started with a unified
taxonomy of SG elements*
∙ Selected the (1) most relevant
and (2) most reusable elements
∙ Regrouped according to
functional domains
*
Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke
Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis
and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023
17
Selecting and organizing elements
∙ We started with a unified
taxonomy of SG elements*
∙ Selected the (1) most relevant
and (2) most reusable elements
∙ Regrouped according to
functional domains
∙ Identify clusters of candidate
services for a SG framework
*
Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke
Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis
and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023
17
Identified clusters
18
Information storage and retrieval
∙ In-game knowledge databases
∙ Learning domain knowledge
databases
∙ Services for querying these
databases (e.g. natural language
Q&A)
19
Between-players interaction
∙ The simplest type of interaction:
collect, display and compare
scores
∙ Example: social leaderboards
20
Student-instructor interaction
∙ Query players/students
∙ Prompt for answers to questions
(questions and surveys)
∙ Prompt for reflections on
learning process (student
diaries)
21
Assessment
∙ Quantitative (automatic)
assessment
∙ Qualitative (instructor-provided)
assessment
∙ Engagement, confidence and
satisfaction assessment
∙ Learning analytics
22
Adaptivity
∙ Consolidate information from
different assessments services
∙ Evaluate this information
∙ Make decisions on how the
game should react
∙ Serve information back to the
game
23
Feedback
∙ Send results of in-game
assessment back to the learner
∙ Support player’s self-reflection
on learning
∙ Example: dashboards
24
User profiling
∙ Common user profile service
enables synchronization and
persistent features across
different games and learning
settings
∙ (Not directly derived from the
taxonomy)
25
Game connectors
∙ Adapter modules and data
models that link external
services to the game
∙ Possibly game engine plug-ins
with events listeners and trigger
managers
∙ Most likely be game- or at least
genre-specific
26
Conclusion
Conclusions
∙ These clusters serve as toolbox for designers and
developers
28
Conclusions
∙ These clusters serve as toolbox for designers and
developers
∙ A list of possibilities, not a prescription
28
Conclusions
∙ These clusters serve as toolbox for designers and
developers
∙ A list of possibilities, not a prescription
∙ They can help deciding granularity of services
28
Conclusions
∙ These clusters serve as toolbox for designers and
developers
∙ A list of possibilities, not a prescription
∙ They can help deciding granularity of services
∙ Easier to consider which pieces can be reused
28
Future work: SOA framework for SGs
∙ The goal: to create a SOA framework for educational
serious games
29
Future work: SOA framework for SGs
∙ The goal: to create a SOA framework for educational
serious games
∙ Simplify development process
29
Future work: SOA framework for SGs
∙ The goal: to create a SOA framework for educational
serious games
∙ Simplify development process
∙ Encourage use of interoperability standards and
consistent structure across game components
29
Future work: SOA framework for SGs
∙ The goal: to create a SOA framework for educational
serious games
∙ Simplify development process
∙ Encourage use of interoperability standards and
consistent structure across game components
∙ Reduce costs and time to market
29
Selecting and organizing the key
functionalities of serious games can
help us develop them more efficiently.
30
Thank you!
m.brandao.carvalho@tue.nl
http://bit.ly/soapaper
31

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Towards a Service-Oriented Architecture for Serious Games

  • 1. Towards a Service-Oriented Architecture framework for educational serious games Maira B. Carvalho1,2, Francesco Bellotti2, Jun Hu1, Jannicke Baalsrud Hauge3, Riccardo Berta2, Alessandro De Gloria2 and Matthias Rauterberg1 ICALT 2015 - July 6th, 2015 1Eindhoven University of Technology 2University of Genoa 3BIBA, University of Bremen
  • 2. Selecting and organizing the key functionalities of serious games can help us develop them more efficiently. 1
  • 3. Outline ∙ The problem ∙ One possible solution ∙ Towards the solution ∙ Conclusion 2
  • 4. Defining the object ∙ Serious games: games with a purpose other than to just entertain ∙ Educational serious games: games created specifically for teaching some knowledge or skill 3
  • 6. Producing educational serious games can be costly and time-consuming 5
  • 7. Each game is unique 6
  • 9. How can we deal with this? We need to reduce conceptual and technological complexity of serious game development. 8
  • 11. Service-oriented architectures (SOA) for SGs ∙ Service-oriented architectures (SOA) can offer what we need DIVIDE AND CONQUER 10
  • 12. Service-oriented architectures (SOA) for SGs ∙ Service-oriented architectures (SOA) can offer what we need ∙ SOA: loosely coupled, black-box components orchestrated to deliver a well-defined level of service DIVIDE AND CONQUER 10
  • 13. Service-oriented architectures (SOA) for SGs ∙ Service-oriented architectures (SOA) can offer what we need ∙ SOA: loosely coupled, black-box components orchestrated to deliver a well-defined level of service ∙ Reusability, compositionality, maintenance DIVIDE AND CONQUER 10
  • 14. Where do we start? 11
  • 15. Figuring out SG architectures
  • 16. Serious games elements Serious games elements: ∙ Building blocks of the game 13
  • 17. Serious games elements Serious games elements: ∙ Building blocks of the game ∙ Constitute gameplay over time 13
  • 18. Serious games elements Serious games elements: ∙ Building blocks of the game ∙ Constitute gameplay over time ∙ Examples: characters, tokens, tips, help messages, challenges, graphics, feedback mechanisms, assessment, etc. 13
  • 19. We can work with this... 14
  • 20. But maybe like this is better! 15
  • 21. Our approach Selecting and organizing the key functionalities of serious games can help us develop them more efficiently. 16
  • 22. Selecting and organizing elements ∙ We started with a unified taxonomy of SG elements* * Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023 17
  • 23. Selecting and organizing elements ∙ We started with a unified taxonomy of SG elements* ∙ Selected the (1) most relevant and (2) most reusable elements * Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023 17
  • 24. Selecting and organizing elements ∙ We started with a unified taxonomy of SG elements* ∙ Selected the (1) most relevant and (2) most reusable elements ∙ Regrouped according to functional domains * Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023 17
  • 25. Selecting and organizing elements ∙ We started with a unified taxonomy of SG elements* ∙ Selected the (1) most relevant and (2) most reusable elements ∙ Regrouped according to functional domains ∙ Identify clusters of candidate services for a SG framework * Maira B. Carvalho, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Carolina Islas Sedano, Jannicke Baalsrud Hauge, Jun Hu, Matthias Rauterberg (2015). An activity theory-based model for serious games analysis and conceptual design. Computers & Education (87), 166-181, doi: 10.1016/j.compedu.2015.03.023 17
  • 27. Information storage and retrieval ∙ In-game knowledge databases ∙ Learning domain knowledge databases ∙ Services for querying these databases (e.g. natural language Q&A) 19
  • 28. Between-players interaction ∙ The simplest type of interaction: collect, display and compare scores ∙ Example: social leaderboards 20
  • 29. Student-instructor interaction ∙ Query players/students ∙ Prompt for answers to questions (questions and surveys) ∙ Prompt for reflections on learning process (student diaries) 21
  • 30. Assessment ∙ Quantitative (automatic) assessment ∙ Qualitative (instructor-provided) assessment ∙ Engagement, confidence and satisfaction assessment ∙ Learning analytics 22
  • 31. Adaptivity ∙ Consolidate information from different assessments services ∙ Evaluate this information ∙ Make decisions on how the game should react ∙ Serve information back to the game 23
  • 32. Feedback ∙ Send results of in-game assessment back to the learner ∙ Support player’s self-reflection on learning ∙ Example: dashboards 24
  • 33. User profiling ∙ Common user profile service enables synchronization and persistent features across different games and learning settings ∙ (Not directly derived from the taxonomy) 25
  • 34. Game connectors ∙ Adapter modules and data models that link external services to the game ∙ Possibly game engine plug-ins with events listeners and trigger managers ∙ Most likely be game- or at least genre-specific 26
  • 36. Conclusions ∙ These clusters serve as toolbox for designers and developers 28
  • 37. Conclusions ∙ These clusters serve as toolbox for designers and developers ∙ A list of possibilities, not a prescription 28
  • 38. Conclusions ∙ These clusters serve as toolbox for designers and developers ∙ A list of possibilities, not a prescription ∙ They can help deciding granularity of services 28
  • 39. Conclusions ∙ These clusters serve as toolbox for designers and developers ∙ A list of possibilities, not a prescription ∙ They can help deciding granularity of services ∙ Easier to consider which pieces can be reused 28
  • 40. Future work: SOA framework for SGs ∙ The goal: to create a SOA framework for educational serious games 29
  • 41. Future work: SOA framework for SGs ∙ The goal: to create a SOA framework for educational serious games ∙ Simplify development process 29
  • 42. Future work: SOA framework for SGs ∙ The goal: to create a SOA framework for educational serious games ∙ Simplify development process ∙ Encourage use of interoperability standards and consistent structure across game components 29
  • 43. Future work: SOA framework for SGs ∙ The goal: to create a SOA framework for educational serious games ∙ Simplify development process ∙ Encourage use of interoperability standards and consistent structure across game components ∙ Reduce costs and time to market 29
  • 44. Selecting and organizing the key functionalities of serious games can help us develop them more efficiently. 30