stimulating gaming in higher education in the netherlands - the cyberdam case

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DigiChina Serious Game Innovative Summit, Beijing, China, 30 October 2011 www.sofos.nl 1 STIMULATING GAMING IN HIGHER EDUCATION IN THE NETHERLANDS - THE CYBERDAM CASE Pieter van der Hijden MSc Sofos Consultancy, Amsterdam, The Netherlands Member of the ISAGA Advisory Council Ex-chairperson of the ISAGA Board

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Stimulating gaming in higher education in The Netherlands - the Cyberdam case; Pieter van der Hijden; DigiChina Serious Game Innovative Summit, Beijing, China, 2011.

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Page 1: Stimulating gaming in higher education in The Netherlands - the Cyberdam case

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DigiChina Serious Game Innovative Summit,Beijing, China, 30 October 2011

STIMULATING GAMING IN HIGHER EDUCATION IN THE NETHERLANDS - THE CYBERDAM CASE

Pieter van der Hijden MScSofos Consultancy, Amsterdam, The NetherlandsMember of the ISAGA Advisory CouncilEx-chairperson of the ISAGA Board

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AGENDA

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1. INTRODUCTION

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1. INTRODUCTION - AUTHOR

Management Consulting on Organization,

Information and ICT

International

Simulation and Gaming Association

Foundation LawOnline

The Netherlands

Center of Expertise Education & ICT Suriname

Nederlandstalige Moodle Vereniging

International Fab Lab

Association

ICT for Development, Learning and Government

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1. INTRODUCTION - CYBERDAM

Cyberdam is... Learning experience Collection of 20+ online role playing

games Virtual cities as playground VLE to develop & deliver the games

(“engine”) Open source & open content

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1. INTRODUCTION - TRYPTICH

Games

Engine

Life Cycle

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2. CYBERDAM GAMES

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2. CYBERDAM GAMES – ONLINE RPG

Format: Online Role Playing

Games Multiplayer (A)synchronous

Content: 20+ learning games

(open content) Variety of courses

and education levels

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2. CYBERDAM GAMES - ELEMENTS

Playgrounds (e.g. city map & directory with objects and resources)

Roles linked to objects

Messaging between roles

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2. CYBERDAM GAMES - MECHANICS

Role Step-A Step-B Step-C Step-D

Role-1 Activities

Activities

Activities

Activities

Role-2 Activities

Activities

Activities

Activities

Role-3 Activities

Activities

Activities

Activities

scripts (server side java scripts)

**

Conditions **

variables *Activit

ies

Upload file

Input to system

*

Send messag

e

Move to other step

Output from

system *

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3. CYBERDAM ENGINE

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3. CYBERDAM ENGINE

Authoring

• Playground• Map• Objects

• Game model• Metadata• Roles• Steps• Activities

Managing content

• Repository• Playgrounds• Models

• Import/export• Copying/

sharing

Administering games

• Link roles to playground

• Link participants to roles

Running games

• Facilitating• Monitoring• Intervening

• Participating• Evaluating

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3. CYBERDAM ENGINE

Open source Java & MySQL

Edit playground (objects)

Create game model

Compose game

manifest

Run game session

Participate in game session

Register users

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4. CYBERDAM LIFE CYCLE

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4. CYBERDAM LIFE CYCLE – CREATION

Nice wishes Open source

Non-commercial High quality Low development

costs Better integration

Hard reality Open source

Community not interested

No volunteers Excessive rates for

programmers No continuity

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4. CYBERDAM LIFE CYCLE - CREATION

Nice wishes Hard reality

Too much Too little

Idealism Realism

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4. CYBERDAM LIFE CYCLE - SURVIVAL

Free lunches Instrumental Exploiting Cooperative

No momentum Product oriented Passive

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4. CYBERDAM LIFE CYCLE - SURVIVAL

Free lunches No momentum

Too much Too little

Product orientation

Market orientation

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4. CYBERDAM LIFE CYCLE – GROWING-UP

Scaling up Software Content Organization

Cooling down Commercial partner

Handicapped by open source

In for the money No passion-for-

learning

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4. CYBERDAM LIFE CYCLE – GROWING-UP

Scaling up Cooling down

Too much Too little

Dollar signs found

Passion for learning found

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4. CYBERDAM LIFE CYCLE - INDEPENDENCE

Server Owner

Distribution of software & content

Maintenance Production server Helpdesk Value added services

User group Roadmap

Clients Free software Paid service contract

Production server Helpdesk Value added services

Funded development projects

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4. CYBERDAM LIFE CYCLE - INDEPENDENCE

Server Clients

Too much Too little

Modesty Assertive-ness

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5. CONCLUSION

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5. CONCLUSION

Engine

Life Cycle

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5. CONCLUSION - GAMES

Games used in law school, other higher education, other education & training as well

Games appreciated by participants Good practices for game development:

Not an individual effort, but a group activity Heterogeneous development team with expertise in

gaming, learning, multimedia, learning domain, project management and Cyberdam engine

Concentrated development effort, completed within weeks, not months

Test, test, test

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5. CONCLUSION - ENGINE

Game engine is very powerful; most games use only limited set of its functions

More sample game models and modules are needed (building blocks)

Integration with current VLE’s would be welcome.

Good practices regarding the game engine: Develop games as team efforts Only one team member has to master the engine Distinguish beginning, intermediate and advanced

game developers (teachers)

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5. CONCLUSION – LIFE CYCLE

Stage Too much Too little

1. Creation

Idealism Realism

2. Survival

Product orientation

Market orientation

3. Growing up

Dollar signs found

Passion for learning found

4. Indepen-dence

Modesty Assertive-ness

• Find the balance!

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SOFOS CONSULTANCY

Thank you for your attention!

Pieter van der Hijden [email protected]

2011 – Sofos Consultancy / Pieter van der Hijden ([email protected]) - This work is licensed under a Creative Commons Attribution- Noncommercial-Share Alike 3.0 Unported License.