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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
OUTLINE 
2 
oIntroduction 
oGBLS Design Process: Problems and Defects 
oRelated works 
oProposal 
oConclusion and perspective 
TEEM ‘14
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. 
3 
TEEM ‘14
4 
GBLS DESIGN PROCESS: PROBLEMS AND 
DEFECTS
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. 
TEEM ‘14 
. 
Designing GBLS where fun qualities and serious aspects are 
integrating requires specific skills and expertise.
6 
Related Works
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] 
TEEM ‘14
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] 
TEEM ‘14
9 
Proposal
10 
Extracts domain 
specific 
knowldge 
Defines 
gameplay 
Learning process 
design. 
Edits scenario 
Defines Artistic 
aspects 
GBLS DESIGN PROCESS 
TEEM ‘14
 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. 
11 
GBLS DESIGN PROCESS 
TEEM ‘14
GBLS GAMEPLAY: THE CORNERSTONE OF 
GBLS DESIGN 
12 
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. 
TEEM ‘14
GBLS GAMEPLAY: THE CORNERSTONE OF GBLS 
13 
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.
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. 
14 
DESIGN 
TEEM ‘14
MAPPING BETWEEN GAMEPLAY ONTOLOGY 
COMPONENT’S AND PEDAGOGICAL CONTENT 
15 
TEEM ‘14
VALIDATION AND EXPERIMENTATION 
16 
TEEM ‘14
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. 
17 
 Lighten and reduce actors’ workload. 
Validate this ontology with more GBLSs used by childreen or 
adolescent. 
TEEM ‘14
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). 
 
18
[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. 
19 
REFERENCES
20 
Thank you for your 
attention ! 
TEEM ‘14

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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 2 oIntroduction oGBLS Design Process: Problems and Defects oRelated works oProposal oConclusion and perspective TEEM ‘14
  • 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. 3 TEEM ‘14
  • 4. 4 GBLS DESIGN PROCESS: PROBLEMS AND DEFECTS
  • 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. TEEM ‘14 . 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] TEEM ‘14
  • 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] TEEM ‘14
  • 10. 10 Extracts domain specific knowldge Defines gameplay Learning process design. Edits scenario Defines Artistic aspects GBLS DESIGN PROCESS TEEM ‘14
  • 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. 11 GBLS DESIGN PROCESS TEEM ‘14
  • 12. GBLS GAMEPLAY: THE CORNERSTONE OF GBLS DESIGN 12 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. TEEM ‘14
  • 13. GBLS GAMEPLAY: THE CORNERSTONE OF GBLS 13 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. 14 DESIGN TEEM ‘14
  • 15. MAPPING BETWEEN GAMEPLAY ONTOLOGY COMPONENT’S AND PEDAGOGICAL CONTENT 15 TEEM ‘14
  • 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. 17  Lighten and reduce actors’ workload. Validate this ontology with more GBLSs used by childreen or adolescent. TEEM ‘14
  • 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).  18
  • 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. 19 REFERENCES
  • 20. 20 Thank you for your attention ! TEEM ‘14