Promoted

November 24th, 2009

After completing a 4-month process in mid-october and nearly another month of paperwork, my promotion to Associate Professor is now complete. More specifically, I am now a “Profesor Contratado Doctor” and it is a tenured, non-civil servant position, with teaching and research duties.

Obviously, this promotion means a lot for me. After many years in which I have sustained myself through short-term grants and temporary contracts as a lecturer, this is a great change. It is the confirmation that I can devote the rest of my life to research and teaching, which are my real passions (in fact, my main research area is actually education). From this foundation, I now have the freedom to pursue new projects and ambitious objectives without being constrained by short-term requirements. It is a dream that has come true. This is what I wanted to do in my life, and having this work secured for life seems like the most significant step in my career so far.

My only regret is that this had to be achieved through a competitive process against some colleagues and friends from my department. I really wish them the best luck in the future so that they can also feel this relief.

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Back from Mexico

November 18th, 2009

As I said a few days ago, I have now returned from the 10º Congreso Internacional y 13º Nacional de Material Didáctico Innovador (International Conference on Innovative Educational Materials). My presentation was well-received by most of the audience, and I later got very valuable feedback from researchers in different fields.

The conference once started as a small gathering of researchers, mostly related to the field of Medicine. However, for the last 13 editions (yes! 13!) it has grown into a much bigger event, with high impact work and reputable presenters (and then me :) ). The organizers also treated me wonderfully, with a big display of effort and hospitality.

All in all, my visit to Mexico was a pleasure and I really hope I will be able to come back.

Some people asked for the slides of my presentation during the conference, so I have just uploaded them to SlideShare for anyone who wants to check them. You can find them here.

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A visit to Mexico

November 4th, 2009

I have been invited by the organizers of the 10º Congreso Internacional y 13º Nacional de Material Didáctico Innovador (International Conference on Innovative Educational Materials) to visit Mexico City next week.

There I will deliver a lecture about game-based learning. I am expecting a mixed audience on the topic of GBL: Supporters, detractors and just oblivious. Thus, I will start with a short pitch on the (potential) benefits about game-based learning. However, my intention goes beyond merely proselytizing.

In the last few years conducting GBL research, we have met more barriers than actual opportunities. In this talk I also try to raise awareness on the fact that GBL, no matter how exciting, is still an emerging trend with little solid facts about their power as educational tools. Society is not really ready for games, which are still considered as an industry that only targets male kids (and actually, only targets them in order to turn them into psychopaths). In addition, digital games can be disruptive in a classroom and will certainly meet more opposition than support from teachers. I will try to review these potential issues and give some ideas about how to tackle these problems, including our own research.

I hope I will be able to provoke a reaction on the audience, reducing the opposition or detractors, challenging supporters to think about new research questions and, most of all, sparking new ideas in the mind of those oblivious to games as an educational medium.

I will let you know whether I succeeded in a couple of weeks (or in three months, given my blogging habits).

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<e-Adventure> update

August 25th, 2009

We are finishing some stuff related to our new and shiny v1.0 of the <e-Adventure> platform including a brand new website with community forums, sample games, video tutorials and much more. However, we are so proud of it that we couldn’t resist publishing it so that we could hear your opinions, even if the big release with the new website is still scheduled for a few weeks from now.

We have thus uploaded v1.0-RC1 (that is, Release Candidate 1) to the sourceforge repository. This version is fully functional and quite stable, and we would like everyone’s help testing it. Any bugs found in the next few weeks will be fixed for our “proper” 1.0 release, which will happen when we have the website ready and we figure out a couple of known issues.

We really hope you like it. It has taken a lot of effort to arrive to this point, a fact that is amusingly reflected by OHLOH’s metrics. Nearly $1.0M value. I wonder where all that money went …

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The <e-Adventure> family

May 19th, 2009

It’s been ages since I last posted something. Time constraints this year are being worse than ever and I hardly find the time to write (interesting) things. Just to remind everyone (including me) that I still maintain this blog, I wanted to give a brief overview of the current state of the <e-Adventure> family of platforms.

Yes, I said family.

I am assuming that readers of this blog are already familiar with the <e-Adventure> platform. Almost one year ago, I introduced in this blog the <e-Adventure3D> platform, a 3D version of the same approach to educational gaming. During the last year, we have also been working on a mobile version designed to work in mobile phones, with the idea that it would be possible to create a 2D adventure game using the <e-Adventure> editor and then “export” it suiting different mobile devices.

We have been busy in the last few months promoting this family of platforms all around the world. First, I presented a very early prototype of the mobile platform (<m-Adventure>) at the DIGITEL 2008 conference in Banff, Canada (and I wrote about it).

Then, I went to Japan to present for the first time our <e-Adventure3D> platform in an academic event, the ACM Conference on Advances in Computer Entertainment (ACE 2008). The presentation was very successful, mostly because the platform is really cool. I really hope we can push this development further. This is the full citation (remember that you can always find all our publications at the <e-UCM> website):

Javier Torrente, Guillermo Cañizal, Ángel del Blanco, Pablo Moreno-Ger, Baltasar Fernández-Manjón (2008): < e-Adventure3D>: An Open Source Authoring Environment for 3D Adventure Games in Education. Proceedings of the ACM International Conference on Advances in Computer Entertainment Technology (ACE 2008). December 2008, Yokohama, Japan.

Only a few weeks ago, Pablo Lavín went to Jordan to present a newer, much improved version of <m-Adventure>, where he spoke about our flexible architecture designed to support multiple exportation profiles at the IMCL 2009 conference. This is the citation:

Pablo Lavín-Mera, Javier Torrente, Pablo Moreno-Ger, Baltasar Fernández-Manjón (2009): Mobile Game Development for Multiple Devices in Education. In proceedings of the 4th International Conference on Interactive Mobile and Computer-Aided Learning (IMCL 2009), Amman, Jordan.

At the core of all these products, is the notion of using a Learning Management System as a central point in game-based learning activities. Javier Torrente recently traveled to Liverpool to present our work in how to coordinate heterogeneous game platforms (including <e-Adventure>) using a Learning Management System as a persistence layer. The presentation was very succesful and received the Best Paper Award from the Programme Committee at the GDTW 2008 conference. This is the full citation:

Javier Torrente, Pablo Lavín-Mera, Pablo Moreno-Ger, Baltasar Fernández-Manjón (2008).  Coordinating Heterogeneous Game-based Learning Approaches in Online Learning Environments. In Proceedings of the Sixth International Game Design and Technology Workshop and Conference (GDTW2008), pages 27-36. Liverpool, UK.

As you may see, in spite of the long silences in this blog, our research line is more active than ever. We are being pleasantly successful with our products and really anxious to see how far we can go. And soon you will all get a glimpse of our recent progress. Stay tuned for the inminent release of <e-Adventure> 1.0, which right now looks awesome.

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Is Brain Training (NDS) a failure?

March 12th, 2009

I am currently involved in a development project where we are trying to mimic the scheme of Brain Training for the Nintendo DS (released as DS Training in Japan and Brain Age in the US), with exercises focused on the different subjects from Computer Science studies.

It was thus very interesting to read this article about the game being “no better than paper and pencil”. The valorations presented in the article are so dramatically off-target that I couldn’t resist ranting about them.

The article starts from the notion that “Brain Training no better than paper and pencil” and then constructs an attack against the game as mostly a great scam. You only need to read the first paragraph:

“A 10p pencil is just as good as a £100 Nintendo at stimulating the memory, according to a study that dismisses the DS Lite’s claims to boost the brain”.

I couldn’t believe what I was reading. Bad news? A scam? Demonstrating that the game is as good as traditional pen and paper exercises is awesome news! Really, have you ever known a child that arrives home and grabs a piece of paper to do math calculations? The brilliant design of this game is having turned some of the most boring tasks ever into a compelling game, tapping into our competitive nature to turn boredom into excitement. The only risk was that, in the process, we could have spoiled the cognitive value of the tasks. Dr. Lieury has not killed our research into the usefulness of game-based learning. He has validated it, and I’m thankful.

It is also interesting how, according to the article, Dr. Lieury goes on to state: “There were few positive effects and they were weak. Dr Kawashima is one of a long list of dream merchants.” After reading that, I could no longer trust anything in this research. Prof. Kawashima is a renowned neuroscientist, doing state-of-the-art research on brain imaging. In an attempt to be moderate, I will simply say that calling him “dream merchant”  is a disinformed statement. Being aggressive I would use other words.

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<e-Adventure> 0.9 released

March 6th, 2009

I forgot to mention that last month we released a new version of the <e-Adventure> platform. This is, honestly, our biggest release yet. In a previous post I spoke about the mid-term plans for the platform, with releases 0.8, 0.9 and 1.0 (or 0.10?) in the near future.

Well, 0.9 is available and it is mostly feature-complete. The next iteration focuses mostly on usability (many UI changes) and tweaks. So, it is more important than ever to receive constructive feedback and suggestions, so that we can push them into our 1.0 milestone.

Please go ahead, download it, make your game and then let us know what you think. Thank you.

<e-Adventure>

Educational games and Cultural Heritage

February 19th, 2009

About two years, while I stayed in Maastricht working at the OUNL ago we started collaborating with Drs. Marc Spaniol and Ralf Klamma from RWTH Aachen. They were doing projects related to interactive storytelling and we were half-way through the first implementation of <e-Adventure>. Since then, our main line of collaboration was the integration of our tools to explore new methodologies to create learning games, as described in this post from the STEG08 Workshop.

One of the most appealing “artifacts” of this initiative was an educational created by our German partners to help Afghan locals understand the procedures involved in archeological work at the Bamiyan Valley Cultural Heritage site. Niels Drobek was one of the main developers for that educational game, which stands as one of the earliests applications of the <e-Adventure> platform in a real setting.

He has put together a video about the game, and it was great to see what they accomplished with such an early version of the platform (it even has the unicorn cursor!). Thank you Niels for your great work.

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Our research in the media

February 16th, 2009

2009 has started strongly for us, at least in terms of mediatic impact. We started the year with a radio interview with our colleagues from UNED, which was aired on national radio very early in the morning of January 7th 2009. We spoke about the benefits of games in education and outlined our main ideas about how to use games properly in education.

Download radio interview (in Spanish)

More or less at the same time, we were contacted by the Science News Service from the Spanish Ministry for Science and Innovation. They had seen our paper about Educational Game Design in the Journal Computers in Human Behavior and wanted to prepare a short piece about games in education. A bit later, they decided that they wanted to complement it with a short video interview.

Video Interview (in Spanish)

News piece about e-Adventure (in Spanish)

Translated version (in English)

I guess that this amount of media attention means that these ideas are catching on. This cannot translate into a feeling of “we did it!”. The current and short-term research is critical for the success of educational games. As Dr. Van Eck put it, now everyone is paying attention to educational gaming. We must live up to those expectations now or fail forever.

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Playing in class: Two game experiences in university teaching

February 8th, 2009

When the semester started I reflected on how I could introduce games into my regular university courses. Now that the semester is almost over, it is a good time to look back and check on my progress.

Laboratorio de Programación de Sistemas (LPS)

LPS is a 3rd year laboratory on programming. The students are implementing in Java an advanced version of the traditional Battleship board game. It is an incremental exercise, starting with very simple console interfaces and then increasing the complexity to include new rules and interfaces.

As of today, the sudents have already delivered the first two iterations, now including a GUI and special shooting options.  The exercises are designed with enough flexibility so as to allow the students to go for the bare minimum required to pass or to improve their implementations.

The results have been varied, as it is natural in a class with 140 students. While some students have been struggling with creating an event-driven game and others have settled for the bare minimum, there have been a few groups that have delivered some very interesting exercises. One group has implemented a very advanced an interesting GUI for the game, including life-bars for the different ships, target-grid cursors and some other effects. I was very glad to see this because they are aware that, given the restrictions of the course, this will not translate into a better mark. This means that, within the culture of the minimum effort to pass, some students are enjoying a practical exercise which is more appealing that the typical enterprise-based exercises.

It is not game-based learning, but at least we get to play a bit during the evaluation sessions :)

Introducción a la Programación (IP)

IP is a first year course on Programming Fundamentals. Here it is somewhat more complicated to introduce games, but I still wanted to do something. The last day before the exams break I prepared a game session with the help of my colleague José Ramón Pérez Agüera (actually, he did most of the work). The concept was simple: we prepared around 80 quiz questions about the contents of the first semester and put them into an opensource Trivial game.

In class I separated the students in four groups and we played for a bit more than an hour. When a group failed to answer a question, I explained the solution in the board for the class (and did the same thing if anyone asked why a specific answer was correct).

From an educational point of view it was a positive experience: It served all of us to gauge the current level of knowledge before the exam, it was a chance to revisit in class some nuances of data types and procedure invocation and it also helped the students see some prototipical quiz questions in the subject.

From a motivation point of view it also seemed positive (although not flawless). Out of 15 students in class, I perceived that at least two of them didn’t really engage in the activity. However, most of them apparently liked the experience and soon the competitive aspects of the game engaged them. While the class was scheduled to finish at 18:50, it was already 19:00 when they decided they wanted a final round to break the tie between the two leading teams.

The class ended almost 20 minutes late. Considering that mine was the last session in a Friday evening, I am quite happy with the results.

Regarding the tipical factor of time-constraints, neither approach required an excessive increase in my workload. While these activities are not revolutionary steps, I am glad to be see a positive response by the students so far. Let’s see what happens in the second semester.

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