Article: Building Adaptive Game-Based Learning Resources: The Marriage of IMS Learning Design and <e-Adventure>

October 6th, 2008 No comments

The article we wrote in cooperation between the <e-UCM> research group and the Educational Technology Expertise Center from the Open University of the Netherlands has finally been published in the latest volume of Simulation & Gaming.

The article describes the integration of the <e-Adventure> platform with IMS Learning Design environments, implemented over the CopperCore platform.

This is the complete reference:

Daniel Burgos, Pablo Moreno-Ger, José Luis Sierra, Baltasar Fernández-Manjón, Marcus Specht, Rob Koper: Building Adaptive Game-Based Learning Resources: The Marriage of IMS Learning Design and . Simulation & Gaming 39, pp. 414-431. 2008

As usual, the final draft is available for download at the <e-UCM> website.

Report from the STEG08 Workshop

September 29th, 2008 No comments

Last Monday I found myself surprisingly walking the streets of Maastricht after having lived there for almost 2 months. I went there to attend the First Workshop on Story-Telling and Educational Gaming (STEG08), a part of the 2008 European Conference on Web-based Learning (ECTEL 2008).

There, I presented a joint work with researchers from Complutense University, the Max Planck Institute for Computer Science and RWTH Aachen, combining the MIST platform and the <e-Adventure> platform to create story-driven educational games. The idea is to use MIST to create interactive stories and then export these stories as <e-Adventure> game skeletons. The skeletons can then be refined (fleshed?) using the <e-Adventure> editor. The result is a two-step process that enables the creation of good educational games with solid stories, or more attractive interactive stories with game elements. This is our second report on this work, focusing on metadata interoperbility.

If you are interested in knowing some more about this project, you can check this reference on the <e-UCM> website:

Marc Spaniol, Yiwei Cao, Ralf Klamma, Pablo Moreno-Ger, Baltasar Fernández-Manjón, José Luis Sierra, Georgios Toubekis: From Story-Telling to Educational Gaming: The Bamiyan Valley Case. Proceedings of the 7th International Conference on Web-based Learning (ICWL 2008), Jinhua, China. Lecture Notes in Computer Science 5145, pp. 253-264. 2008

Following this line of collaboration with our German friends, Yiwei Cao presented the brand new version of the MIST project, called PESE. It mostly focuses on increasing the collaborative nature of the original project.

There were also a couple of presentations from the 80 Days project. I was surprised by how their discourse resembles ours. In fact, I could have used several of their slides in my thesis presentation as the introduction and identification of objectives.

Unfortunately, they have the support of the VII Framework Program and we don’t (for non-Europeans or non-researchers: the FP is the way in which the EU injects huge amounts of money into research projects). In any case, it makes me very glad to see that there is someone with the will and the resources to put all these ideas into practice. I actually see it as a legitimation of our work.

Some other contributions dealt with the impact of online gaming in career development (in short, the idea that participating in complex online communities is a good training for soft-skills that can be applied in career development), with the importance of some narrative ideas in our society (most of all, the Hero’s Journey), or with the development of interesting mashups using google maps to teach Ancient Greek Myths.

If you want to know more, the online procedures from the Workshop can be found here:
http://sunsite.informatik.rwth-aachen.de/Publications/CEUR-WS/Vol-386/

Transactions on Edutainment

September 8th, 2008 2 comments

For those outside the Computer Science publications arena, Lecture Notes in Computer Science was initially a journal/book series, with a relatively high relevance in the field (JCR indexed, Computer Science Schools would systematically buy every issue, etc.). Around 2004-2005, the series transitioned to a higher rythm of publications. It is now publishing hundreds of volumes per year, with proceedings different conferences on the field.

In terms of evaluating research, this has meant a descent in its perceived prestige in the field. In 2006 it was removed from the JCR listings. In any case, even if it had remained, its indexing would be so low that it wouldn’t be worth it (so many articles cannot get enough references).

Maybe as a reaction to this, or maybe simply to diversify Springer’s product range, LNCS is now launching the so-called journal sub-lines. These are series of LNCS volumes that have a fixed editorial board.

One of these sublines is of special interest for my area: Transactions on Edutainment. I am very glad to say that we were invited to publish a paper on the first volume. After our success in the GDTW2007 conference, where we received the “Best Paper Award”, we were told to submit an extended version for that first volume. It has now been published and the final draft is available at the
<e-UCM> website. This is the complete reference:

Pablo Moreno-Ger, Carl Blesius, Paul Currier, José Luis Sierra, Baltasar Fernández-Manjón: Online Learning and Clinical Procedures: Rapid Development and Effective Deployment of Game-Like Interactive Simulations. Transactions on Edutainment I, LNCS 5080, pp. 288–304. 2008.

The question that now remains open is what will happen in the future to these series. Will they gather the prestige of a journal? Maybe even enter the JCR as an independent series? Time will tell, but I think game-based learning (or Edutainment) deserves its own dedicated JCR-level journal.

Categories: Research Tags: ,

<e-Adventure> release 0.5

September 5th, 2008 No comments

We have just finished working on a new release of the <e-Adventure> platform, already available for download on the <e-Adventure> website.

This new version is, in fact, a major release. We have completely redesigned the implementation of the project management process, thus solving all (or most) of the problems related to file saving and the ocasional .EAD file getting corrupted.

We have also included improved editor pages for assessment and adaptation profiles, timed events, timed assessment rules, active areas… It is the result of more than 3 months of work and probably the biggest update to the platform yet.

We would like to encourage all our users to upgrade to the new version (it is backwards compatible) and let us hear your feedback. The next release will focus on usability improvements so, feedback is more important than ever.

Introducing <e-Adventure3D>

July 28th, 2008 No comments

Last summer we were thinking about <e-Adventure> and how its simplicity might be an issue for some student profiles demanding games that were more up to date with their gaming expectations. We wondered whether a fully featured 3D adventure game editor and engine would be as simple to use as the original <e-Adventure> editor.

The conclusion was that it would probably be too hard. An editor capable of helping instructors to develop 3D adventure games would be too complex, and of course not as simple to use as the original editor. However, it was worth a try and so we started developing an experimental 3D version of <e-Adventure>

The work has been mostly carried out by three brilliant developers (Ángel del Blanco, Guillermo Cañizal and Javier Torrente) that decided to prove that it was doable. Their work has surpassed all the intial expectations and their results after one year of work are great. This is how the editor looks like:

e-Adventure 3D Editor

The <e-Adventure3D> game platform is now officially a sister project of <e-Adventure>, where we will be exploring educational 3D gaming, bringing the games ten years closer to the current state of the art in entertainment gaming. Note that <e-Adventure3D> does not supercede the original platform. Both projects will continue to grow in parallel, for they serve different purposes and audiences, and represent alternative lines of research.

We belive that, even though it is still under development, we can now proudly announce the <e-Adventure3D> website, where we will be posting updated news about the 3D version of the platform and publish the beta release as soon as it is ready for the great public. Please visit the website and add it to your bookmarks.

e-Adventure Screenshot
Game screenshot

Adventuring in Zaragoza

June 11th, 2008 No comments

Last week travelled north to meet the members of the CATEDU, the Aragonese Center for Educational Technologies.

We organized a full-day hands-on course about so that they could get a taste of what is, what can be done with it and establish future plans for collaboration. After a quick morning trip on the AVE (yay!), we arrived in Zaragoza, tired but ready. The experience was very interesting and our hosts simply amazing (they treated us great and planned a wonderful lunch-break for us).

Regarding the main objectives of the visit, I think the results were very satisfying. Even though we could have used some more time, the attendants got a feeling of the platform and managed to create part of a small game during the day (we gave them the art assets and the general storyboard). They learned a lot and seemed happy with the results. Even though the beta versions of the tools displayed some ocasional hiccups, lived up to its promise and I think we could call the course a success. Yes, the tools still have some usability issues, but we are quickly advancing in the correct direction.

However, I did also have an interest in seeing real-life teachers mess with the tools and observe their reactions (OK, they were teachers, but they also work in a center that promotes learning technologies which sort of biases the sample). In that sense, I must confess I was delighted. Walking around the room I could see them interact with the editor, stumble against the bad portions, but also explore beyond the requirements of the course. As the day advanced and they started to get a feeling of the tools, they started enjoying it.

There was something very special in seeing a group of people explore the possibility of creating the type of content that I proselytize, using my platform and having fun. Yes, they paid us to go there, but seeing them enjoy while playing with was so gratifying that I would have paid to go.

After that confession, I just hope they never find this blog.

Educational adventure games as standardized Learning Objects

April 24th, 2008 No comments

In the last few years, the concept of the “Learning Objects Model” has been a keystone in the discussion of web-based learning (and even learning in general). The model suggests that content can be composed as small self-contained units that can then be contained. The perspective is very interesting: If every piece of educational content is created in a self-contained and reusable way, it would be possible to create huge courses simply combining these objects as LEGO bricks.

The model will only work if these pieces of content can be easily identified (in a repository, for example) and can be deployed together in, say, a Learning Managament System. For this reason, there have been huge efforts in the direction of standardizing these procedures. The IMS Content Packaging specification defines how we should distribute these Learning Objects so that they can be deployed in different platforms without an adaptation effort. When it comes to “discovering” these Learning Objects in a repository, we need standardized metadata (like IEEE LOM or DublinCore) that allows us to search in these repositories and quickly decide if the LO is suitable for our needs. Some higher-level initiatives combine different standards and propose a generic model for the deployment of online materials (ADL SCORM would be the most relevant example).

The model, as most things, has faithful believers and angry opponents. Personally, I haven’t decided yet. I do believe that the idea of resuing educational content is good (it sort of works in programming) but tend to reject the concept of standardized content. Without standard students, standard content seems like a bad idea. This is one of the reasons why I think game-based learning is good and adaptive game-based learning is great.

However, I also believe that the current e-learning infrastructure can be leveraged as a deployment method. E-Learning parcipants (developers, instructors and students) are more open to new ideas than the traditional school participants. Besides, most schools and universities are shifting towards a blended learning (b-learning) approach that combines traditional classes with e-learning technologies. A teacher from an online training environment, a school or a university can use an e-learning platform to send the games to the students so that they can play with them at home.

Putting both ideas together, my idea was that we could encapsulate the games as standards-compliant Learning Objects so that they can deployed by a teacher in (mostly) any Learning Management System and played by the students at home. Additionally, if the games are labelled with standardized metadata, they can be stored and discovered in content repositories, which seems like a good a idea in itself.

We are trying to support and test this idea with the <e-Adventure> platform. Thanks to the programming talent displayed by Javier Torrente, from version 0.3 <e-Adventure> supports tagging the games with IEEE LOM metadata and then exporting them as IMS packages. We will soon be publishing a detailed report on our experiences, which include successful deployment of the games in platforms such as WebCT and Moodle, and easy inclusion of the games in bigger modules using the Reload Editor.

In the meantime, why don’t you try for yourself? Download the new version, export your game as a Learning Object and try to deploy it in your LMS of choice. We will be waiting for your kind feedback.

Article: A Content-Centric Development Process Model

March 17th, 2008 No comments

The March issue of Computer (an IEEE magazine) includes a report on the development process model behind <e-Adventure> as included in my thesis. The full citation is:

Pablo Moreno-Ger, Iván Martínez-Ortiz, José Luis Sierra, Baltasar Fernández-Manjón, “A Content-Centric Development Process Model,” Computer, vol. 41, no. 3, pp. 24-30, Mar., 2008

An this is its brief abstract:

Working from the belief that when content is king, content experts should lead, a storyboard-driven approach provides a sound methodology for developing educational games that helps ensure that no good storyboard becomes a bad game.

Let us know your feedback!

(we will publish the original draft at the <e-UCM> website soon)

Updated information about <e-Adventure>

March 5th, 2008 No comments

The <e-Adventure> project was developed as a prototype for my thesis work. It was born as a development process model for educational adventure games, but eventually the tools developed as support for the process model have grown into fully functional products.

We have recently released both the <e-Adventure> editor and the <e-Adventure> engine for everyone to use. Leaving aside the development process model for large teams originally devised, these tools can be used by anyone interested in creating adventure games to create their own adventures without any programming knowledge. In this sense, this tool is trying to compete against initiatives such as the Wintermute Engine or the Adventure Game Studio.

Even if <e-Adventure> is not as mature as those tools, it offers some cool aspects worth checking out. To begin with, the games are stored as human-readable XML documents. This improves the maintainability and allows anyone, even without the editor, to tweak minor aspects of the gam. Additionally, it includes pedagogical features such as an internal assessment and game adaptation to suit learning styles. These mechanisms can actually be controlled from a Learning Management System, enabling online educational processes in which the games are deployed from the server as part of a course, enrichening the learning experience. For example, the games can include interactive exams and the grade can be automatically stored in the server.

I would like to invite my readers to test drive our current release (v0.2) and let us know your first impressions (write us at e-adventure#e-ucm.es) . We are still behind our competitors, but plan on catching up really soon.

Integrating games and e-learning (pt. 2)

February 27th, 2008 No comments

Aww, crap, I did it again… Once more I have managed to neglect my blog for more than two months. Quite a feat, indeed.

For the comeback, I will be completing the post that I left uncompleted about four months ago. In the post Integrating games and e-learning (pt. 1) I discussed Aldrich’s six stages for new technologies and ideas, concluding that educational videogames were slowly entering a critical phase where public awareness and the expectations generated by the media put a pressure on any future game-based learning initiative.

As I stated in that post, the value of games as an educational tool is barely disputed in the academic field. The debate has moved on to discuss if they are cost-effective (is there a real ROI if you spend a million dollars in an educational product?) and how we can introduce educational videogames and game-like simulations in the current educational system without disconnecting them from the rest of the curriculum. The post ended with the open question of how to overcome those issues, which is the topic of my thesis.

I would like to focus this discussion on the second issue, the integration of the games with the rest of the educational process. A typical target for educational gaming is K-12 education. Often this is because we consider that only children play games. This is an idea that I strongly dispute, but that’s not the point of this post. Taking a step back from the concept of regulated schools, other environments may be willing to use game-based learning approaches. In particular, the e-learning arena is currently evolving to meet the challenge of improving the quality of the learning experiences and compensating the consequences of the separation from the instructor (e.g. lack of motivation, the inability to detect students that require additional support, etc.). This has caused e-learning technologies to move beyond the concept of mere static-content repositories, becoming complex environments that manage learning experiences, allowing the interaction between instructors and students, giving the instructor the ability to monitor student progress, and offering complex interaction mechanisms that improve the learning experiences: They are the so-called Learning Management Systems (LMS).

The field is ripe for the introduction of game-based learning. LMS vendors are constantly reinventing the concept trying to explore new alternatives that may give them a competitive advantage. In addition, focusing our efforts on the introduction of educational videogames in these environments allows us to leverage the existing technological infrastructure and facilitates the the integration of the games with the rest of activities in the instructional design.

Additionally, even though these e-learning systems were born as an alternative to traditional (schooled) learning, they are currently being used to enrich and complement those traditional models in what has been branded the b-learning approach (as in blended learning). I consider that the integration with modern e-learning environments can be a base on which to build an educational model that combines all the elements previously identified: The role of the instructor, the importance of rich instructional designs, the use of traditional contents, and leveraging the benefits of educational videogames. Additionally, given the current trend towards the adoption of b-learning approaches, the benefits can have an impact on both online learning environments and traditional environments willing to embrace blended approaches.

In the development of the <e-Adventure> platform, we always had LMS platforms in mind. The engine can be deployed as a Java Applet through any web system, just like any other kind of web content. The problem is, if we simply do that, we only get the advantages of any other kind of web content. Games can be dynamically adapted, they can generate traces of the activity of the student and even perform automatic assessment. Those are all desirable features in online learning, and all that we need is to connect the games with the LMS (and thus with the rest of the learning experience). That’s the reason why the <e-Adventure> platform includes an API that enables the communication between <e-Adventure> games and LMS platforms, as well as a reference implementation of the API on both the client and the server sides.

When the games are deployed through a compliant LMS (in our current state, that means an LMS that follows the IMS Learning Design specification), they establish a communication link through this API, and use this channel to exchange adaptation and assessment information with the LMS.

We are only beginning to explore the possibilities of this integration and the learning patterns that emerge. For more information about this integration and its educational possibilities, I recommed reading our paper Adaptive Units of Learning and Educational Videogames, recently published in the Journal of Interactive Media in Education.