RAPID COMPETENCE DEVELOPMENT IN SERIOUS GAMES
Using Case-based Reasoning and Threshold Concepts
Ioana Hulpuș
1,2
, Manuel Fradinho
1
, Conor Hayes
2
1
Cyntelix, Galway, Ireland
2
DERI, NUI Galway, Ireland
Leif Hokstad
Learning with ICT, NTNU, Trondheim, Norway
Will Seager, Mick Flanagan
Department of Computer Science, University College London, London, U.K.
Keywords: Rapid competence development, Serious game, Case-based reasoning, Threshold concepts.
Abstract: A major challenge in todays fast pace world is the acquisition of competence in a timely and efficient
manner, whilst keeping the individual highly motivated. This paper presents a novel based on the use of
serious games driven by Case Based Reasoning (CBR) tailored by Threshold Concepts (TC) to present the
learner with the most efficient choice of game scenarios to address their present competence gap. This
allows the learner to maximise their time in competence development. This is current work-in-progress.
1 INTRODUCTION
Serious games for educational purposes have a
number of potential advantages over more
traditional learning methods and on-the-job training.
These include tolerance and encouragement of risk
within a safe environment, thus promoting and
encouraging experimentation instead of passive
learning (Kebritchi and Hirumi, 2008). In addition,
serious games increase motivation, provide ego
gratification, encourage creativity, socialization and
above all are fun. Evidence for their efficacy as
educational tools is growing with a growing number
research studies finding improved rates of learning
and retention for serious games compared with more
traditional learning methods (Druckman and Bjork,
1991; Charles and McAlister, 2004). Therefore,
serious games should must be fun to play but also
effective in supporting learning within the targeted
learning domain. Some argue that many past serious
games have been successful in addressing one of
these objectives but not both: they are either fun to
play but hit-or-miss when it comes to educational
goals and outcomes, or else they effective as
learning tools but stunted as games (Van Eck, 2006).
Sometimes, according to Van Eck (2006), games fail
to achieve either objective and are like offspring
who inherit only the bad features of each parent. An
important aspect of pedagogy is individualization.
Given the variation in learning styles, personal
preferences, well designed games should not create a
“one-size-fits-all” learning environment. In this
context, one question that arises is: “How can we
create game-based learning environments capable of
providing effective learning plans tailored to each
individual learner?”.
To address this question, we start from the
premises that the game-based learning environment
must present the user personalized learning plans
and game scenarios. Moreover, these plans and
scenarios must adapt to the user’s needs as he
performs. We propose a case-based approach to the
generation of learning plans and game scenarios,
which has already been used with serious games
with success. In addition, Case-Based Reasoning
(CBR) has proven to yield good results for the
adaption of on-line tutoring systems. However, the
planning potential of CBR has yet to be exploited in
relation to the creation of learning plans. This being
our main research direction, we take a step further,
374
HulpuÈ
´
Z I., Fradinho M., Hayes C., Hokstad L., Seager W. and Flanagan M. (2010).
RAPID COMPETENCE DEVELOPMENT IN SERIOUS GAMES - Using Case-based Reasoning and Threshold Concepts.
In Proceedings of the 2nd International Conference on Computer Supported Education, pages 374-379
DOI: 10.5220/0002861503740379
Copyright
c
SciTePress
and address the possibility of integrating the
emerging paradigm of Threshold Concepts.
The paper is structured as follows. In section 2,
we discuss some current approaches that apply CBR
to human learning. This is followed by an overview
of the Threshold Concept paradigm, the benefits it
brings to the design of the learning material. In
section 4, we present our hypothesis on how CBR,
CBP, serious games and threshold concepts can be
used for a learning environment following modern
learning theories. In section 5, we present our
conclusions.
2 HUMAN LEARNING AND CBR
Case-Based Reasoning (CBR) is an artificial
intelligence paradigm that involves reasoning from
prior experiences: it retains a memory of previous
problems and their solutions and solves new
problems by reference to that knowledge. This is the
main difference from rule-based reasoning systems,
that normally rely on general knowledge of a
problem domain, and tend to solve problems from
scratch or from first principles. Usually, the case-
based reasoner is presented with a problem (the
current case). In order to solve it, the reasoner
searches its memory of past cases (the case base) to
find and retrieve cases that most closely match the
current case, by using similarity metrics. When a
retrieved case is not identical to the current case, an
adaptation phase occurs. During this phase, the
retrieved case is modified, taking the differences
into account (Pal and Shiu, 2004). Finally, the cases
are retained in the case base for future use. These
four steps are defined by Aamodt and Plaza(1994) as
Retrieve, Reuse, Revise, and Retain.
Developed from CBR, case-based planning
(CBP) systems address problems that are
represented by goals and have solutions that are
plans. Like traditional case-based reasoners, CBP
systems build new cases out of old ones. Unlike
CBR systems, CBP systems put emphasis on the
prediction of problems: when encountering a new
plan, CBP systems anticipate the problems that can
arise and find alternative plans to avoid the
problems. Plans are indexed by the goals satisfied
and problems avoided (Hammond, 1990).
The idea of using CBR for human learning has
appealed to a number of researchers, partly due to
the roots of CBR in cognitive science which
explains the similarity of CBR to human problem
solving behaviour (Richter and Aamodt, 2005).
There are many examples in the literature of day-to-
day human reasoning and planning that highlight the
important role of previously experienced situations
and of analogy in human problem solving (Schank,
1996; Kolodner et al., 1996).
CBR for human learning purposes has been a
topic of study for a number of years, with significant
developments in the fields of intelligent tutoring
systems and adaptive hypermedia. One of the latest
developments is the ILMDA (Intelligent Learning
Material Delivery Agent), designed by Soh and
Blank (2008). It combines CBR with system meta-
learning for enriching the system with self-
improving capabilities. The learning domain is
computer science for undergraduates. In another
approach, Gomez-Martin et al. (2005) present a
metaphorical simulation of the Java Virtual Machine
to help students learn Java language compilation and
reinforce their understanding of object-oriented
programming concepts. Unlike these two systems,
where the problems have direct mapping to the
correct solution and the targeted domains are well
defined, we are creating a system for use in two very
complex domains: Project Management and
Innovation. In these domains, the problems are
open-ended and the required competences are
complex and difficult to model. Therefore, our
approach is to create an environment capable of
reasoning with very complex, poorly structured
domain knowledge. In addition, we bring
improvements by planning learning based around
longer term goals, rather than one step ahead. It is
worth pointing out that our system is a highly
interactive serious game, instead of text based.
3 THRESHOLD CONCEPTS
The Threshold Concept (TC) Framework focuses on
identifying those aspects of a discipline that are
essential to a grasp of the discipline, that are likely
to be difficult and once overcome will transform the
learner’s view of that discipline. This means the
learner will now begin to think as does a practitioner
of their discipline, e.g., thinks as a manager, thinks
as an innovator. It arose from a study of the teaching
of economics but has now been taken up by
educational researchers and teachers across a wide
range of disciplines (Flanagan, 2009). “Difficulty in
understanding TC may leave the learner in a state of
liminality (Latin limen “threshold”), a suspended
state in which understanding approximates to a kind
of mimicry or lack of authenticity” (Meyer and
Land, 2003). The originators of the framework,
Meyer and Land, characterize the TC as:
(i)Transformative: once a TC is understood, a
significant shift appears in the student’s perception
RAPID COMPETENCE DEVELOPMENT IN SERIOUS GAMES - Using Case-based Reasoning and Threshold Concepts
375
of the subject; (ii) Integrative: once learned, TCs are
likely to bring together and relate different aspects
of the subject that previously did not appear to the
learner; (iii)Irreversible: given their transformative
potential, a TC is also likely to be irreversible,
difficult to unlearn; (iv)Bounded: a TC will probably
delineate a particular conceptual space, serving a
specific and limited purpose; (v)Discursive: Meyer
and Land suggest that the crossing of a threshold
will incorporate an enhanced and extended use of
language; (vi) Troublesome: TCs are likely to be
troublesome for the learner. The framework draws
on Perkins’ discussions of how knowledge may be
troublesome e.g. alien, incoherent or counter-
intuitive (Perkins, 2006). In grasping a TC a student
moves from an apparent ‘common sense
understanding to an understanding which may
conflict with perceptions that have previously
seemed self-evidently true.
Cousin (2006) suggests some influences that
TCs can have in the design of a university course
curriculum: first, they enable teachers to focus on
what is fundamental to grasp of the taught subject, a
’less is more’ approach to curriculum design; once
identified, the tutor becomes aware of the areas
where students might encounter problems; then, they
might need recursiveness in order to be mastered;
they also require listening from tutor’s side in order
to hear what the students’ misunderstandings and
uncertainties are in order to engage with them
(Cousin, 2006). Cousin characterized in 2009 the TC
framework as a transactional curriculum enquiry
(Cousin, 2009). This would require a partnership
between the discipline’s experts, educational re-
searchers and learners in which curriculum inquiry
and curriculum design are seen as feeding into each
other rather than as sequential activities.
Recently it has been suggested that two
contemporary and powerful conceptual frameworks,
TCs and variation theory share a key pedagogic
principal and share a central common focus (Meyer
et al, 2008) warranting further examination.
Although first used in (Dienes, 1967), variation
theory of learning is now associated with a much
more formalized approach rooted in
phenomenography (Marton and Booth, 1997). It
states that a key feature of learning involves
experiencing that phenomenon in a new light
(Marton and Trigwell, 2000). Marton argues that
“there is no learning without discernment and there
is no discernment without variation”. Therefore, in
order for students to discern the object of learning,
they must experience how they vary. The key
elements that are relevant here may be summarized
as its four patterns of variation: (i)contrast -
experience something else to compare it with,
(ii)generalization - experience varying appearance of
an object, (iii)separation - experience a certain
aspect of something by means of varying it while
other aspects remain invariant and (iv)fusion -
experience several critical aspects simultaneously.
The work of Bernhard’s group (Cartensen and
Bernhard, 2008) on applying variation theory to a
circuit analysis problem in which a TC is embedded
and the study by Flanagan, Taylor and Meyer (2009)
on how a TC in engineering comes into view when
approached from two very different engineering
contexts, strengthen Meyer and colleagues’
suggestion for further examination. Problem-based
learning has also been suggested in (Biz/ed, 2009)
for facilitating a learner’s traverse across the liminal
space. Other recent studies of Meyer and colleagues
(Meyer et al., 2009) show how meta-learning can
help at overcoming TCs and its importance in
identifying transformation. To sum up, all these
studies show positive results over the improvement
of the learning process by integrating TCs. In this
context, we consider that TCs are indispensable for
an efficient, beyond the current state-of-the-art,
learning environment.
4 A NEW APPROACH
To the best of our knowledge, there has been no
previous work addressing how the TCs can be
incorporated into serious game design. The
consideration of the suggested roles that TCs might
play in the design of university curriculum augurs
well for a neat transfer to game-based curriculum
design. Nevertheless, the “transactional curriculum
enquiry” aspect does not lend itself quite so readily
to the serious game environment. Still, it might well
be accommodated by a serious game envisaged as a
component of blended learning where mentors
facilitate a learner’s traverse across the liminal space
encountered on meeting a TC.
The idea of using a blended learning mixing the
above mentioned learning theories resonates with a
serious game using case-based reasoning. First of all
because the design of a serious game must be based
on established instructional strategies and learning
theories (Kebritchi and Hirumi, 2008; Charles and
McAlister, 2004; Van Eck, 2006) and problem-
based approaches already proved a high potential in
game-based learning. The synthesis of CBR and
problem-based learning has been the object of
several studies suggesting a fruitful fusion. The
adaptive nature of CBR lends itself for including
ideas of variation theory of learning into serious
games and CBR has also been studied in relation
CSEDU 2010 - 2nd International Conference on Computer Supported Education
376
with Meta-Learning (Soh and Blank, 2008) showing
that a detailed analysis and adaption of the learning
process can be used to improve students’ results.
A “by-product” of CBR is the case-base which
brings together all the experiences created by
learners using the system. This enables the
environment to integrate case-based learning (CBL).
CBL allows the students to view how others act,
analyze and compare with their own actions and has
already been successfully used in serious games.
Moreover, the case-base can be analyzed in order to
identify learner models enabling the adaption of
plans for each such model. Another analysis
direction would be to determine if action patterns
exist, which might lead to the identification of TCs.
By analyzing the dynamics of the cases, we expect it
is also possible to identify learners’ passages
through the liminal space. Considering Davies’ and
Mangan’s claim (2006) that TCs cannot be isolated
from the social background of the learning process,
we can analyze how TCs are cultural dependent and
if their grasping difficulty differs from one learning
community to another.
To the best of our knowledge, there exists no
previous work that combines so many learning
strategies, and that utilizes the established case-base
from such a wide variety of angles.
In Figure 1, we illustrate how CBR can be
incorporated into the learning process within a
game-based learning environment. At the start of the
process, the learner decides to achieve more
competences. A case for the case-based planner is
derived from the plan goal (targeted competences),
by the set of possible intermediate goals
(competence gap), and the plan preconditions (the
learner model and his current competences).
Drawing on this data, the system uses case-based
planning to generate personalized plans for the
learner. From a list of recommended games, the
learner chooses the first game to play. As he or she
plays, an experience is generated and added to his or
her trail.
Figure 1: Proposed case-based learning process.
Depending on the learner’s performance, the sys-tem
decides if the intermediate competences have been
achieved. If the learner has failed to achieve them,
the case-based planner identifies the situation as a
failure and tries to recover in two ways: i) the
planner anticipated the problem and will have
already assigned a recovery plan for a particular
story. If this is the case, the planner will choose the
recovery plan with highest eligibility value; ii)
otherwise the planner will undergo a CBR process to
recommend other stories to the learner in order to
bring him or her to the required standard in relation
to the intermediate competences. This is similar to
the process suggested by variation theory in which
stories associated with TCs are adapted to help the
learner master the concept. When all the goals of the
plan have been achieved, the trail is saved and
becomes part of the case base.
4.1 The Case Base
In a CBR system, a case is a pair problem-solution.
In our system, the problem is represented by the
goal, preconditions and learner model, as shown in
Figure 1. Still depending on the solution, we have
two kinds of cases: story cases, where the solution is
a story, and plan cases where the solution is a plan.
A plan is an ordered sequence of stories.
Experiences are instances of stories generated each
time a learner plays a story, whereas trails are
instances of plans, therefore sequences of
experiences. Experiences and trails are used to
evaluate the stories and plans respectively.
On the basis of these definitions, we can
formalize the case knowledge of the system as
containing a set of knowledge assets with a story at
the core. Each story holds references to the
experiences it has seeded. The stories are
interconnected into plans, which are associated with
a set of trails that link together experiences. These
knowledge assets have associated social data created
by the community, such as feedback, ranking, peer
assessment, tags, etc. This leads to a very big search
space and consequently to the challenge of indexing
knowledge chunks.
4.2 Generating the Plans
The plan generation described above uses a case-
based planning approach based on 4 phases.
Plan Retrieve. Starting with the goals and
preconditions, the planner searches the case base to
find plans with similar descriptions, which yielded
good results for the learner. In order to do this, the
system must consider different types of knowledge
RAPID COMPETENCE DEVELOPMENT IN SERIOUS GAMES - Using Case-based Reasoning and Threshold Concepts
377
and reasoning methods such as similarity metrics,
utility metrics, statistical reasoning and collective
filtering. The exact combination of reasoning
methods is still an open issue. Another challenge is
to decide how to weight and then combine all the
obtained values. We will consider shifting this
responsibility to the system itself by making it
capable of analyzing the outcome using its own
reasoning and adapting the measures accordingly.
However we proceed, one principle that we will
follow in our work is for the system to recommend
and orient the learner, while allowing the learner to
choose from the list of recommended options. If the
goal competences are related to TCs, the planner
will retrieve the plans and stories which were most
successful in facilitating the learners in surpassing
the threshold. Another focus of research related to
this phase concerns the situation where student are
new to the system. In this situation, the system will
not yet hold enough information to be able to assign
a learner model to the student. In this context, a
conversational CBR (CCBR) approach might be
used. A CCBR system is used when the problem is
not completely known and, therefore, the traditional
retriever has no data to match the cases to. The
system starts a conversation with the user, asking
him questions which discriminate between learner
models by traversing a decision tree. As the learner
model is drawn out from this conversation, and the
other problem data are know, the system selects the
suitable cases. An even more attractive direction
would be to adapt CCBR so that, instead of using
conversations to figure out the learner model,
learners are given stories to play, where the stories
are chosen in such a way that the user’s actions lead
the reasoner along the same discriminative decision
tree.
Plan Reuse and Revise.The differences between the
goals of retrieved plans and the goals of the current
learner are identified and used to adapt the plan. If
the goal competences are not similar, the
competences to be removed are identified and the
associated stories are removed from the plan. If the
current targeted competences usually entail the
mastery of some TCs, the plan is adapted so that it
targets these TCs. The obtained plan and stories are
then analyzed using domain knowledge to make sure
that they are coherent, and revised if needed.
Plan Retain. The plan and its trail are saved in a
temporary storage after it has been played by the
learner. Then, periodically these plans and trials are
analyzed and filtered. For the stories which failed
(eg.: the learner did not achieve the related
competences), the planner updates its fail
expectation, and saves the recovery plan which
worked. The recovery plan is represented by the
stories the learner played until they achieved those
competences. At this stage, if the plan is a new one,
it is assigned a utility and eligibility value. If the
plan is a reused one, these values are updated. When
a contingency story has a better eligibility value than
the story in the original plan, it replaces the story in
the plan. An important challenge here is to filter out
the plans and stories which are not considered
relevant for future use.
4.3 When the Learner Gets Stuck
Besides plan generation, we use a case-based
reasoner to recommend stories which might help the
learner get over the stages where he or she gets stuck
in the learning process. When the learner fails to
achieve the supposed intermediate goals, the planner
detects a fail. This failure might be interpreted by
the planner as either an expectation failure or plan
failure. A learner might get stuck in a game by not
making any relevant progress, which leads to
frustration. In this case, the case-based reasoner
suggests targeted stories or story episodes, starting
from one which poses problems to the learner, but
adapted based on the variation patterns from
variation theory. This adaptation must be made in
relation to a TC, if one has been identified to be
involved in the difficulty. The system would also
recommend to the learner that they watch similar
experiences to see how other learners handled the
situation, and actually provide the option of allowing
the learner to replay the games. In addition, the
system might show the learner graphs and statistics
on their performance, their learning patterns, and if
possible, suggest enhancements of his learning style.
In this way, learners would have the chance to
analyze their overall progress and how it was
achieved, and thereby have facilitated the process of
meta-learning. Associated with this, the system can
improve its reasoning as it is being used by
analyzing which of its suggestions were most
beneficial, giving these a bigger weight in the future.
5 CONCLUSIONS
The paper outlines the work-in-progress concerning
the research of rapid competence development in
shorter time-to-competence. The approach is based
on the use of serious games, where the learner’s
plans are composed of games determined by a
reasoning process that combines CBR with CBP,
shaped by TC. Initial concepts have been
experimented resulting in the proposed framework
CSEDU 2010 - 2nd International Conference on Computer Supported Education
378
with the next phase involving the integration with
the serious game supporting competence
development in both project management and
innovation. Further research is being carried out to
validate the approach and evaluate the effectiveness
of learning, including the role and impact of TCs.
This presents the challenge of determining which
plans and stories have previously been most
effective in helping learners to grasp the TCs.
ACKNOWLEDGEMENTS
This work was partly supported by the TARGET project
under contract number FP7-231717 within the Seventh
Framework Program, and by the ‘Líon II’ project funded
by SFI under Grant SFI/08/CE/I1380. The authors also
wish to thank Marcel Karnstedt for the many fruitful
discussions.
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