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Baltasar Fernandez Manjon
Complutense University of Madrid
Serious games, e-learning and standards
balta@fdi.ucm.esELSE conference, Bucharest
2013
1/22
Context: e-UCM research group
 E-learning , educational
technologies
 15 researchers
 Specialized in serious games
 National and EU projects
 SG in the medical domain
 www.e-ucm.es
2/22
Serious games, e-learning and standards?
 Serious Games have probed to be educationally
effective in several domains
 Medicine, business, training
 But still a limited number of sucess cases
 Open issues
 Cost
 Scalability
 Deployment in real environment (e.g. schools)
 Integration into the curriculum
 ……..
3/22
Serious games, e-learning and standards?
 Some of the issues are common to other
educational content
 Why not to pack and distribute SG as
standard compliant learning objects?
 Many benefits
 Integrate SG into already existing e-learning
infrastructure (LMS or VLE)
 Reusability, Interoperability ….
 How to use e-learning standards with Serious
Games?
4/22
eAdventure
 Ease the development of serious games and game-like
simulation
 Low cost, high reusability
 Use photos and videos for graphical assets
 Participation of educators in the development process
 No programming required
 Specific educational features (e.g. assessment)
 Serious games as learning objects
 Simple exportation without requiring deep knowledge about
e-learning standards
 Introducing games into learning flow
 Integration with LMS
5/22
6/22
7/22
Integración con Entornos Virtuales de Enseñanza
 Proceso de exportación
 Configurar arquitectura (ambas capas).
 Etiquetar contenido con meta-datos
 Empaquetamiento como Objeto de Aprendizaje (IMS-
CP, SCORM, AGREGA)
8/22
Models for Integration of Serious Games in VLEs
 The Black Box Model
 Games as independent pieces of content – LO.
 Launched from the VLE – content service.
 No active communication.
 IMS CP + LOM.
9/22
Models for Integration of Serious Games in VLEs
 The White Box Model
 Games as independent pieces of content – LO.
 Launched from the VLE – content service.
 Active communication.
 SCORM.
10/22
Models for Integration of Serious Games in VLEs
 The Decoupled Model
 Games as independent pieces of content – LO.
 Launched from external server– mash-up.
 Active communication or not.
 IMS-BLTI, IMS-LTI Basic Outcome, IMS-CC.
 Specific non-standards solutions (e.g. LAMS)
11/22
Models for Integration of Games in VLEs - Summary
 Black box
 Pros : widespread support.
 Cons: game run isolated; dependent on updates.
 Learning scenarios: game as complementary activity.
 White box
 Pros : communication (allowing assess. and adapt).
 Cons: restrictive data model; data cannot be shared; dependent on
updates.
 Learning scenarios: main activities and homework.
 Decoupled model
 Pros : more powerful approach (richer data, shared among tools,
game developer keep control over the game.
 Cons: more complex ICT infrastructure
 Learning scenarios: games outputs adapt learning sequences
12/22
eAdventure + Learning Analytics
Game Engine
Communication
API
{
type: 'input',
timeStamp: some_timestamp,
device: 'some_device',
action: 'some_action',
target: 'target_id',
data: { key1: value, ...}
}
{
type: 'logic',
timeStamp: some_timestamp,
event: 'some_event',
target: 'some_id',
data: { key1: value, ...}
}
LA
Database
13/22
But new e-learning standards appears …
 How can we use Experience API with Serious
games?
 Previously known as TIN CAN API
 Deal with new aspects
 Independence of LMSs
 New devices
 Any kind of activity
 …
14/22
Experience API (XAPI)
 Data Model
 Like Activity Stream
 Extended for educational purposes
 High flexibility
 Verbs: key elements
<I> <did> <this>
<actor> <verb> <object>, with <result>,
in <context>
15/22
Storing and communicating data: LRS and API
 Learning Record Store
 API
16/22
Experience API (XAPI)
17/22
SCORM vs XAPI
18/22
XAPI and eAdventure
 1st step: conceptual analisys
 Identify how use SCORM advantages:
Interactions: it is inlcuded in XAPI
Store fine-grained information
Different kinds of interaction (relationship, true-false,
etc. )
Multiple correct answers
Tagging particular entries with identifiers that link
them to sets of related learning objectives
Journalist vs State
 Identify how use simple and general game outcomes
as done with eAdventure-LAMS
Score, completed, time, and play-time
19/22
XAPI and eAdventure
 2st step: Implementation in eAdventure
 Include a communication module
 Include a profile in the game editor
The communication settings (game exported with
experience communication module)
Link statements with assessment rules
20/22
XAPI and eAdventure
 3st step: case studies
 Old case studies: SCORM and LAMS
 New case studies
Large experiments in real schools
21/22
XAPI and eAdventure
 4st step: advance use of XAPI and games
 Analyze old and new case studies
 New possibilities and learning scenarios provided by
XAPI
 Experiences from EU projects (GALA, CHERMUG,
etc)
 Create “standards” verbs definitions for Serious games
community
 Learning analytics, games and XAPI
22/22
 Raw data can feed several systems
 An LRS
 A Learning Analytics System
eAdventure + Learning Analytics wit XAPI
Raw data
LRS
Learning
Analytics
System
Statements
Analyzer
Statements
Analyzer
EXPERIENCE
API
EXPERIENCE
API
23/22
Other experiences with XAPI
 Laboratory of Computer Science MGH
 Integration medical mannequin simulation data in a
LMS
24/22
Thank you!!
 More info
 Presentation by Ivan Martinez this afternoon
 http://e-adventure.e-ucm.es
 Also a version in Romanian language
 http://www.e-ucm.es/publications/
 eAdventure is open source code
Sourceforge.net

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Serious games, e-learning and standards

  • 1. Baltasar Fernandez Manjon Complutense University of Madrid Serious games, e-learning and standards balta@fdi.ucm.esELSE conference, Bucharest 2013
  • 2. 1/22 Context: e-UCM research group  E-learning , educational technologies  15 researchers  Specialized in serious games  National and EU projects  SG in the medical domain  www.e-ucm.es
  • 3. 2/22 Serious games, e-learning and standards?  Serious Games have probed to be educationally effective in several domains  Medicine, business, training  But still a limited number of sucess cases  Open issues  Cost  Scalability  Deployment in real environment (e.g. schools)  Integration into the curriculum  ……..
  • 4. 3/22 Serious games, e-learning and standards?  Some of the issues are common to other educational content  Why not to pack and distribute SG as standard compliant learning objects?  Many benefits  Integrate SG into already existing e-learning infrastructure (LMS or VLE)  Reusability, Interoperability ….  How to use e-learning standards with Serious Games?
  • 5. 4/22 eAdventure  Ease the development of serious games and game-like simulation  Low cost, high reusability  Use photos and videos for graphical assets  Participation of educators in the development process  No programming required  Specific educational features (e.g. assessment)  Serious games as learning objects  Simple exportation without requiring deep knowledge about e-learning standards  Introducing games into learning flow  Integration with LMS
  • 8. 7/22 Integración con Entornos Virtuales de Enseñanza  Proceso de exportación  Configurar arquitectura (ambas capas).  Etiquetar contenido con meta-datos  Empaquetamiento como Objeto de Aprendizaje (IMS- CP, SCORM, AGREGA)
  • 9. 8/22 Models for Integration of Serious Games in VLEs  The Black Box Model  Games as independent pieces of content – LO.  Launched from the VLE – content service.  No active communication.  IMS CP + LOM.
  • 10. 9/22 Models for Integration of Serious Games in VLEs  The White Box Model  Games as independent pieces of content – LO.  Launched from the VLE – content service.  Active communication.  SCORM.
  • 11. 10/22 Models for Integration of Serious Games in VLEs  The Decoupled Model  Games as independent pieces of content – LO.  Launched from external server– mash-up.  Active communication or not.  IMS-BLTI, IMS-LTI Basic Outcome, IMS-CC.  Specific non-standards solutions (e.g. LAMS)
  • 12. 11/22 Models for Integration of Games in VLEs - Summary  Black box  Pros : widespread support.  Cons: game run isolated; dependent on updates.  Learning scenarios: game as complementary activity.  White box  Pros : communication (allowing assess. and adapt).  Cons: restrictive data model; data cannot be shared; dependent on updates.  Learning scenarios: main activities and homework.  Decoupled model  Pros : more powerful approach (richer data, shared among tools, game developer keep control over the game.  Cons: more complex ICT infrastructure  Learning scenarios: games outputs adapt learning sequences
  • 13. 12/22 eAdventure + Learning Analytics Game Engine Communication API { type: 'input', timeStamp: some_timestamp, device: 'some_device', action: 'some_action', target: 'target_id', data: { key1: value, ...} } { type: 'logic', timeStamp: some_timestamp, event: 'some_event', target: 'some_id', data: { key1: value, ...} } LA Database
  • 14. 13/22 But new e-learning standards appears …  How can we use Experience API with Serious games?  Previously known as TIN CAN API  Deal with new aspects  Independence of LMSs  New devices  Any kind of activity  …
  • 15. 14/22 Experience API (XAPI)  Data Model  Like Activity Stream  Extended for educational purposes  High flexibility  Verbs: key elements <I> <did> <this> <actor> <verb> <object>, with <result>, in <context>
  • 16. 15/22 Storing and communicating data: LRS and API  Learning Record Store  API
  • 19. 18/22 XAPI and eAdventure  1st step: conceptual analisys  Identify how use SCORM advantages: Interactions: it is inlcuded in XAPI Store fine-grained information Different kinds of interaction (relationship, true-false, etc. ) Multiple correct answers Tagging particular entries with identifiers that link them to sets of related learning objectives Journalist vs State  Identify how use simple and general game outcomes as done with eAdventure-LAMS Score, completed, time, and play-time
  • 20. 19/22 XAPI and eAdventure  2st step: Implementation in eAdventure  Include a communication module  Include a profile in the game editor The communication settings (game exported with experience communication module) Link statements with assessment rules
  • 21. 20/22 XAPI and eAdventure  3st step: case studies  Old case studies: SCORM and LAMS  New case studies Large experiments in real schools
  • 22. 21/22 XAPI and eAdventure  4st step: advance use of XAPI and games  Analyze old and new case studies  New possibilities and learning scenarios provided by XAPI  Experiences from EU projects (GALA, CHERMUG, etc)  Create “standards” verbs definitions for Serious games community  Learning analytics, games and XAPI
  • 23. 22/22  Raw data can feed several systems  An LRS  A Learning Analytics System eAdventure + Learning Analytics wit XAPI Raw data LRS Learning Analytics System Statements Analyzer Statements Analyzer EXPERIENCE API EXPERIENCE API
  • 24. 23/22 Other experiences with XAPI  Laboratory of Computer Science MGH  Integration medical mannequin simulation data in a LMS
  • 25. 24/22 Thank you!!  More info  Presentation by Ivan Martinez this afternoon  http://e-adventure.e-ucm.es  Also a version in Romanian language  http://www.e-ucm.es/publications/  eAdventure is open source code Sourceforge.net