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Posts Tagged ‘conferences’

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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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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What a year!

January 7th, 2009

2008 has been a very interesting year for me. In 2007 I got my PhD degree and 2008 was an unkown. Would my life be empty after the PhD? Would I get a shot at a position in my University? Would I be able to continue working on <e-Adventure>? Would new research projects open before me? Or maybe I would simply become complacent and let a futile year go by?

Well, these are some of the highlights from the year:

  • We accelerated a lot in the development of the <e-Adventure> platform, thanks at first to the involvement of Javier Torrente, and then with the support of the FLEXO project
  • We have imparted three courses about the use of <e-Adventure> for teachers, educational technologists and professional content developers.
  • We did some field tests with <e-Adventure> games, creating a game for medicine students and testing it with 65 students (still working on the results…)
  • I signed a four year teaching contract with my department and started teaching full-time at my university
  • We started a new line of research on using mobile game consoles (Nintendo DS in particular) to develop educational games
  • We completed the first development of the <e-Adventure3D> platform, as described in this post
  • We started working on a mobile version of the <e-Adventure> platform
  • I participated in 14 research publications (including journals, conferences and workshops), with two conference papers receiving the Best Paper Award (ICWL 2008 and GDTW 2008)
  • I attended four conferences (ICALT 2008, STEG 2008, DIGITEL 2008 and ACE 2008)

Not too complacent, huh? The bad part is that now I’m not sure if I will manage to pull another year like this one… I’ll tell you next year!

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Report from the DIGITEL 2008 conference

December 18th, 2008

By the end of November, I attended the DIGITEL 2008 conference in Banff, Canada. This is the IEEE conference on Digital Game and Intelligent Toy Enhanced Learning and, as such, there were a lot of interesting papers about game-based learning. The papers are already available at IEEE Xplore.

Our paper, also available as a draft at the <e-UCM> website, described our first steps towards the implementation of a mobile version of the <e-Adventure> platform:

Pablo Lavín-Mera, Pablo Moreno-Ger, Baltasar Fernández-Manjón: Development of educational videogames in m-Learning contexts. Proceedings of the 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2008), pp. 44-51. Banff, Canada. (IEEE Computer Society). 2008

This article is part of Pablo Lavín’s Master Thesis, a project that I’m proud to be directing.

During the conference I met a lot of great fellows, including a group of European grad students that are researching in game-based learning:
Frozen in Banff

From left to right, they are Hanno Hildmann (German, but residing in the UK), Sheryl Wu (from Taiwan, neither grad student nor european, but great anyway), Neil Peirce (from Ireland) and Rikki Prince (from the UK). And yes, it was very very cold.

Travelling to Banff was difficult and expensive, but the location was really awesome. Apart from the work bits, we went all the way up to the mountains with the Banff Gondola, did some hiking in the forest, spotted wild animals and threw rocks into a couple of iced ponds. I would say we had a lot of fun. And that’s what this is all about, isn’t it?

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Report from the STEG08 Workshop

September 29th, 2008

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/

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EGAEL 2007 – Extended Submission Deadline

March 2nd, 2007

Due to the requests of some groups, the deadline for the submission of contributions for the EGAEL Workshops at ICALT 2007 and ISAGA 2007 has been extended to March 7th.

If you already submitted your work, the submission system will allow you to post an updated version if you wish.

Research

Electronic Games, Simulations and Personalized eLearning (EGAEL)

February 14th, 2007

The EGAEL Initiative announces their 2007 project focused on the discussion and promotion of adaptive learning using videogames and simulations.

During the year, we will be organizing two International Workshops on Electronic Games and Personalized eLearning Processes at the ICALT 2007 and ISAGA 2007 conferences.

Additionally, we will be editing two special issues for international journals. The first special issue will focus on practical aspects and will be published by the Simulation & Gaming online journal under the title Special Issue on eGames and Adaptive eLearning: A practical approach. The other publication will focus on theoretical backgrounds and methodologies and will be published by the Computers in Human Behavior journal under the title Special issue on Electronic Games and Personalized eLearning Processes.

Interested? Just check the the EGAEL website and submit your contributions.

Research

If I don’t care, noone will… (and report from the ICEC 2006 conference)

October 27th, 2006

Well, there goes my half-promise of updating every other week after September. If this research blog is “my creature”, it follows that, in all the world, I’m the person who cares more about it and I keep failing to pay it proper attention. So, what will the rest of the world think? Easy guess. Fortunately readers may have such a thing as RSS aggregators that allow them to ignore this blog until something interesting happens in it and their aggregator tells them. Easy excuse.

Moving on, let’s talk game-based learning. My latest chore was a visit to the ICEC 2006 Conference in Cambridge, UK. I spoke about <e-Game> there with an audience that knew what a game was, that accepted that games and education match (weeee!) and where noone raised a hand when I asked who did not know Monkey Island (well, actually one person did, but he didn’t understand the question properly). In retrospection, maybe it was because I asked the question in negative, and that means I counted in all the attendants that were actually asleep as positive votes. To keep my morale up, from now on I will always ask these questions in negative.

The approach was reasonably well received, maybe slightly technical for part of the audience, but I perceived interest. Andrè Melzer (second appearance in this blog!) seemed interested and we discussed about the possibility of turning that personal interest into an institutional interest from the Univeristy of Lübeck.

Speaking of the University of Lübeck, it’s curious how its Institute for Multimedia and Interactive Systems keeps doing stuff that is almost games, without really being games. With the incredibly original ideas they have (on this conference Andrè Melzer spoke about interactive radio plays and Wendy Ann Mansilla spoke about using Acousmêtre in virtual environments), they could enter the game-based learning arena as a storm and really come up with original ideas.

Obviously in a conference about entertainment computing it is difficult to extract only a few papers for a decent-sized blog entry without leaving out a lot of interesting works. Let’s just point out some adjectives:

The curious: Wim van Eck presenting a paper describing their experiences in designing games with real animals within. On the premise that animals are unpredictable and non-deterministic, they conducted a pilot in which they created a pac-man game connected to a camera that looks at some crickets hanging around and translates their real movement to the ghosts in the computer game. Do check it out, it is really interesting.

The true game-based learning: Colleague Pedro Gonzalez Calero presenting the evolution of JV2M, a true game specifically designed to learn the inner workings of the Java Virtual Machine (for a Theory of Compilers subject). Developed by the people sitting next to me in my office, by the way. It will be easy to keep an eye on that project :)

The game-related: The most game-related talks were actually the keynotes. Emotions in game design, casual games and hardcore gaming rankings and matching. Hard to decide which was more pure gaming. Let’s give Microsoft this one.

The trend: Lot’s works coming from Asia related to hand motion recognition. In all flavours: Using an active glove, using a glove with beacons, recognizing the movement of the bare hand, you name it. Those were different works by different groups in different countries. See a trend? If you are looking for a new line of research, consider that one.

Other notes: Dutch people innovating in Dance Dance Revolution and similars, a lot of interactive storyelling, several GPS-based games (I should really explore that area) and lots of reflections in the relations between games and emotions.

In any case, this is a shallow selection. There were a lot of great talks, so check the conference’s website (they promised to eventually post the presentations there… still waiting) and the proceedings. You won’t regret it.

As for the conference organization: Superb. Nice location, nice facilities, and a nice information flow. Buses to pick us up in the center of the city (and drop us there), two dinners, lunch included. A weird”gala” dinner including live music by a rock band, which is a very interesting twist from traditional conferences. Kudos to them.

The research facilities that Microsoft has in Cambridge look like a wonderful place to produce good science. They even had a XBOX-360 in the common area, which connects with the ranting bit of this post: If this was a Entertainment Computing conference, how comes I didn’t see anyone approach it during the entire conference other than myself and my colleague Pedro González Calero? We can’t talk about entertainment if we never have fun, we can’t talk about games if we don’t like games.

Next post from the Netherlands, I’m visiting the Educational Technology Expertise Center at the Open University of the Netherlands with Daniel Burgos as host researcher, where we will explore the integration of games authored with <e-Game> and Units of Learning following IMS Learning Design.


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Greetings from Boston

June 2nd, 2006

It has been a long time since I last wrote anything in this blog, so I would just want to let any potential readers know that I have not forgotten about the blog or my research.

One of the main reasons for the lack of recent posts is that I’m currently enjoying a research stay at the Harvard Medical School / Massachusetts General Hospital Laboratory of Computer Science in Boston. Actually I have been here since May 1st, invited by Carl R. Blesius.

I’m having a great time and doing some very interesting stuff (I would say I’ll keep you posted, but I’d rather not make promises without being sure I will keep them). This includes participating in a variety of projects for different (medicine-related) clients, always with stuff related to .LRN.

The bad part is that what I’m doing here, although interesting and very related to e-learning and standards, is not directly related to Game Based Learning, so the <e-Game> project is kind of suspended until summer.

On the other hand, the group now has the collaboration of a new student, Bruno Torrijano, who is making a great job to keep the project running in my absence (he’s writing some very interesting stuff using the <e-Game> language).

In the meantime, we have received positive reviews for our submissions to the ECTEL 2006 and the ICEC 2006 conferences, where we will be presenting different advances in the development of the <e-Game> project. More information about this soon (or late).

As a final note, I uploaded some new photos to the album from my 2004 vacation on the Mediterranean (with a slight delay). I also have photos from the ITNG 2006 Conference (Las Vegas) and the CELDA 2005 Conference (Porto) that I will eventually post.

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