wp2 research & development (year 2)
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WP2 Research & Development (Year 2). - PowerPoint PPT PresentationTRANSCRIPT
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Luxembourg28th January 2013
European Commission Information Society and Media
GaLAGame and Learning Alliance
The European Network of Excellence on Serious Games
WP2Research & Development (Year 2)
S. Arnab, S. de Freitas, F. Bellotti, T. Lim, I. Stanescu, P. Moreno-ger, A. Brisson, G. Pereira, M. Romero, M. Ninaus, J. Earp, E. Friedrich, S. Kober, B. Manjon, S. Louchart, N. Suttie,
E. Boyle, M. Ott, D. Brown, D. Djaoti, J.P. Jessel
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Luxembourg28th January 2013
European Commission Information Society and Media
Content
• Introduction– Key challenges in year 1– Response to reviewer comments– Key activities in year 2
• Year 2 outcomes– Key frameworks– Priority Areas– Summary of contributions of thematic areas
• Further work in year 3• Conclusions
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Luxembourg28th January 2013
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Introduction: Looking back at year 1
• Key challenges:– Lack of comprehensive assessment of the effectiveness of SGs for
learning– The evidence of the relationship between learning transfers and
learning experience using SGs.– Complex relationships between pedagogy, learning and game
mechanics.– Vast majority of gaming and learning components, such as game
engines and learning objects are not made specifically for serious gaming purposes.
– Significant gaps occurs between research and industry practices in terms of standardisation.
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Y1: Foundation
Y2:
Solutions and Validation
Y3 + Y4:
Validation, Application and Evaluation
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Introduction: Response to reviewers’ comments
• The resubmitted D2.1 has addressed key recommendations from Year 1 review – acknowledged in the Supplementary Review Report.
• Focus has been maintained on games for learning in Year 2• Top down approach - the key thematic areas and research
questions had driven Year 2 collaborative activities.• The advancement of the state of the art has been
addressed in year 2 (D2.2) , where user experience is one of the key focus (e.g. engaging game play experience while ensuring a meaningful learning process)– Frameworks aiming to advance stealth assessment for SGs,
pedagogical and gaming patterns, flow analysis (see Suttie et al. 2012, Stanescu et al. 2012, del Blanco et al. 2012, Lim et al. 2012, etc.)
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Introduction: Arising key areas from year 1
• Development of a more comprehensive assessment of SG effectiveness for learning that considers the long-term nature of the impact of knowledge and skills learned via SGs.
• A more pedagogically driven design and development of SGs reflecting the complex relationships between pedagogy, learning and game mechanics (entertainment) and taking into account user modelling and user-centred approach.
• New standards and frameworks for serious games able to ensure (1) that game content (characters, learning objects, etc.), can be easily reused and repurposed and (2) that authoring tools for practitioners will be effective and easy to use.
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Thematic Area 1: Assessment of efficacy
Thematic Area 3: Interoperability and
standards
Thematic Area 2: Design of SG
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JRAs & RQs
under Thematic
Areas
• GALA R&D frameworks
• e.g. LM-GM, SG-MIF
• 6 RQs
Activities in Year 2
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• Updating and building knowledge base
SoA Analysis
• WP1, WP3• SG study
template• 34 educational
games
SG Studies
T1
T3T2
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Year 2 Outcomes: Key Frameworks
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Thematic Area 1: Assessment of
efficacy
Thematic Area 3:
Interoperability and standards
Thematic Area 2: Design
of SG
Analysing flow Learning analytics
Learning – Game Mechanics
SG Ecosystem Beyond SG
SG Components
Graphic Objects Audio
Gameplay
Game MechanicsGraphics Engine
Developing platforms
Programming languages
LMS communication
Evaluation
Clasification
Applicability
Multimodal Interoperability Framework
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Year 2 Outcomes: Priority Areas
• Assessing learners, analysing learning and adaptability– The GLAS (Games Learning Analytics System) framework – Flow analysis of learners including playability
• Understanding games for learning constructs to aid evaluation and design
– Learning-Game Mechanics model (LM-GM) towards defining Serious Games Mechanics (SGM)
• Encapsulating key elements for a successful development and deployment of SGs for learning
– The SG-MIF extended with assets from SG Mechanics, SG Architecture, Assessment and Pedagogy, with focus on reusability solutions (models, algorithms, game engines) and emerging analytics standards to foster efficient SG projects and increase the overall quality of SG ecosystems.
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Summary: Thematic area 1
• Advancing areas:– Data management (big data), data analysis, sensor data fusion, stealth
assessment (non-intrusive) and user feedback mechanisms
• GaLA contributions to the field:– SG-Tailored Learning Analytics: the GLAS (Games Learning Analytics System)
framework for analysing play traces to monitor, understand and adapt to the learners
– Neuro-Spectral: on-going studies on neuro spectral player characterization (in particular the flow and presence state)
– SG studies (using the SG Study Framework): on-going focusing on assessment and feedback mechanics and on the use of SGs as knowledge verification tools
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Summary: Thematic area 2
• Learner and pedagogy centric: to design better SGs and deploy more effectively
• GaLA contributions to the field:• Stealth measurement: Link with thematic area 1
• User modeling: as a necessary step towards adaptability and personalization
• Serious Games Mechanics: the relationship between learning and game mechanics.
• Flow analysis: a non-intrusive approach
• Dialogue Management System: for SG players’ interactive knowledge discovery (early lab user tests – WP1)
• Deployment - blended learning: Preliminary results from a synergic project (eSG, on design and deployment of a HE course on entrepreneurship through SGs) have shown that the use of blended learning, including the employment of SGs, looks particularly suited and appealing, especially for certain educational areas and to promote the 21st Century Skills and higher-order thinking skills.
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Theme 1 + Theme 2: Assessment and design
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Measuring flow and neurocognition
User modelling for adaptation
Tracking learners and adapt (GLAS model)
Linking game design to pedagogical patterns (LM-GM model)
Iterative development process
Goal: engaging game play experience while ensuring
a meaningful learning process
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Summary: Thematic Area 3
• The extension of the Serious Games Multidimensional Interoperability Framework (SG-MIF)
• Interoperability issues: at macro and micro levels
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Further work in Year 3
• Y3+Y4: Frameworks exploitation in conjunction with the overall GaLA SG Service Framework (SG-SF)
• Year 3 activities:i. Key WP2 activities: Applying, validating and evaluating the
frameworks
ii. GALA activity: SG Studies according to the GaLA SG studies Framework
iii. Focused studies and experiments: on hot topics for research, e.g. stealth/embedded assessment, provision of informative feedback, use of tablets PCs in particular for formal education, the QSensor, high-order (expert-like) thinking support, user experience, more empirical studies.
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Y1: Foundation
Y2:
Solutions and
Validation
Y3 + Y4:
Application, Validation, Evaluation and Exploitation
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Coordination and Reporting
• Coordination: Work will be streamlined under the three focused areas identified in main WP2 activity. Each key area will be led by the appointed TC.
i. Learner assessment and adaptivity (lead: TC2.6)• Included TCs: assessment, AI, Neurosciences, psychology, (HCI)
ii. Games for learning constructs to aid evaluation and design(lead: TC2.1)• Included TCs: SG mechanics, architecture, HCI, pedagogy, (psychology)
iii. Interoperability for efficient development and deployment of SGs (lead: TC2.5)• Included TCs: Interoperability, assessment, architecture, pedagogy
• Reporting will be streamlined: as well into 3 key reports under the thematic areas (will clearly indicate contributions and amount of contributions from other TCs)
• The key findings from the 3 reports will be integrated and synthesized: WP2 D 2.3 synthesis report.
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Conclusions
• WP2 has further explored key areas identified in year 1 and addressed issues raised by the reviews.
• Serious Games for Learning has been the key focus.• Identified key areas to be further developed, validated and
exploited as key GaLA contributions to the field.• WP2 measures and publications: WP2 measures is documented
in appendix B. We have currently 61 articles (published and in press).
– 24 Category 1 (Tier 1 journals and conferences) – 8 Category 2 (other peer-reviewed journals and book chapters)– 29 Category 3 (other peer-reviewed conferences)– 10 CORE A – 1 CORE C.
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