DESIGN AND DEVELOPMENT OF ONLINE EDUCATIONAL
GAMES BASED ON QUESTIONS
M. Espinilla, I. Palomares
Computer Sciences Department, University of Jaén, Jaén, Spain
H. Bustince
Automatics and Computing Department, Public University of Navarra, Pamplona, Spain
Keywords: Educational games based on questions, Self-evaluation, Self-training.
Abstract: Thousands and thousands of electronic contents have been developed in e-learning models and platforms to
support the student’s learning process. Generally, e-contents are complete, well designed and correct, but
sometimes they can result boring for students. One example is the self-evaluation and self-training process
that is generally conducted by the student through the resolution of test questions presented in a multiple-
choice exam. However, a simple multiple-choice test is boring for students and they will need content that is
motivating and enjoyable. In this contribution, we propose the use of educational games as a tool for
students to carry out the process self-training and self-evaluation. The set of games are included in a
SCORM learning module, so its use is extended to any e-learning platform.
1 INTRODUCTION
The end of the 20th century and the beginning of the
21st century have been witness of the deep change
produced by the huge development of the
Information and Communication Technologies
(ICT) due to the growth and development of Internet
and its services (Carballar, 1999). This growth has
caused that all the areas and topics related to our
lives such as economics, commerce, employment,
learning, leisure, etc., have been affected by these
technologies in order to improve their already
existing services (Mjoset, 2000; Piccoli et al., 2001;
Trochim et al., 2003).
One area deeply affected, modified and
improved by the web based technologies has been
the Learning, because the use of networking has
allowed overcoming both time and placing
limitations, which were an obstacle in classical
classroom-based learning. E-learning is the result of
integrating learning and Internet services. In this
contribution, e-learning is defined as all those
planned teaching/learning experiences that employ a
wide variety of technologies, mainly computer-
based or Internet-based (Ho and Ko, 2010), to
disseminate knowledge.
Educational contents online can be shown in
multiple formats, for example text, images, sounds,
video, games etc. and the idea of using platforms to
store all these contents is becoming important and
usual in many educational institutions. In fact, the
interest on virtual learning environments (VLE) has
grown in the last decade. A VLE is a structure
populated with digital and interactive resources that
favor the student’s self-learning (González-
Videgaray et al., 2009). VLEs are used in multiple
forms: in on-site, distant or blended education; with
static or dynamic contents; with or without
interactivity, organizationally or personally.
There are different learning content as learning
modules, long test, glossary of terms, file download,
etc. Each content pursues a purpose, our purpose is
focused on e-learning content that support self-
evaluation and self-training process. Generally, this
process is carried out across contents that present
multiple-choice test. The repeated use of the
different questions is a good method to acquire the
knowledge students need in order to achieve success
with their subject/course. Furthermore, students can
measure their level of aptitude thanks to the
application’s interface, informing them about correct
answer, mistakes, etc.
484
Espinilla M., Palomares I. and Bustince H. (2010).
DESIGN AND DEVELOPMENT OF ONLINE EDUCATIONAL GAMES BASED ON QUESTIONS.
In Proceedings of the 2nd International Conference on Computer Supported Education, pages 484-488
DOI: 10.5220/0002861704840488
Copyright
c
SciTePress
However, a simple multiple-choice test may
finally result boring to students, who wish a more
entertaining way of learning (Sánchez et al., 2009).
For this reason, it seems appropriate to develop an
entertaining tool to conduct test. In this contribution,
we present a SCORM module than contains a set of
educational games developed at the University of
Jaén as an online support material that provides to
students an effective self-training and self-evaluation
tool in an entertaining way (Marínez et al., 2007a;
Marínez et al., 2007b), because the questions are
presented to students through educational games.
To do so, the contribution is structured as
follows: Section 2 reviews some concepts of e-
learning needed to understand our proposal. Section
3 shows our e-learning proposal consisting of
educational games based on questions in a Scorm.
Finally, Section 4 presents some conclusions and
future work related to our proposal.
2 E-LEARNING BACKGROUND
The use of e-learning has been used since several
years ago to support the learning. Different contents
exist in the e-learning platforms, each content has a
few characteristics and each one chases an aims
inside the learning process of the student. In this
section, we briefly review the learning process
(Sabry and Baldwin, 2003; Atman et al., 2009), the
platforms that support it and the kinds of content that
contains the e-learning platforms
2.1 e-Learning
The incorporation of ICT in the Internet has meant
the new educational methodology of the 21
st
century: the e-Learning. Next, we give some
definitions for e-Learning (Rosenberg, 2001): e-
Learning is the convergence of the internet and
education (Howard Block (Block, 1999)); All
possible ways of learning by means of the Internet.
(Cisco Systems); e-Learning consists of the use of
“The Web” to design, communicate, select, expand
and manage knowledge (Elliot Masie, The Masie
Center).
According to these definitions, we can assume e-
Learning is attached to the use of the Internet as a
knowledge diffusion resource (Browning and
Williams, 1997). Now, students are not strictly
required to be present in a certain place and a certain
hour, and teachers aren´t expressly devoted to give
master classes, thus removing some geographical,
economical, age or expert availability gaps. Thanks
to e-Learning systems, teaching essentials can be
attended more in a more flexible and economical
way (The American Journal of Distance Education,
1989). The main e-Learning issues in comparison to
traditional learning models are the following
(Rosenberg and Marc, 2001):
Dynamic. Contents shown in the e-Learning
system are regularly updated to attend those
educational essentials consider important
anytime, in order to respond to constant
technological evolution. Traditional systems
require plenty of time and resources to update
any necessary documentation.
Real time operating: We can find what we need
instantly. This is not possible in traditional
systems, where a time interval in needed to
gather such information.
Individual: An e-learning satisfies individual
student's particular knowledge essentials
(Dewey, 1916-1966). However, a traditional
system is based on master classes, given to a
group of students simultaneously.
Different ways to obtain knowledge: Thanks to
the use of ICT, e-Learning systems
incorporate different technologies to show
knowledge in the most appropriate way
according to the student's requirements.
Traditional systems also allow methods to
show knowledge through ICT, but a major
investment is needed.
As we can see, e-Learning advantages against
traditional teaching methods are causing that both
public and private organizations (Ho et al., 2010) are
taking measures to attend all educational essentials
required in the 21
st
century’s society.
2.2 E-Learning Contents
The Internet’s high multimedia capacities allow
teachers to use different kinds of learning material
(Ritchie and Hoffman, 1997). The most usual e-
learning contents available for students are usually
the following:
Documents and other files: The simplest way to
provide students an e-learning material is
making available a set of documents, images,
etc. with the content of interest for the subject
or course they are studying.
Forums: A forum is a medium for open
discussion or voicing of ideas related to a
particular subject. Learners can use a forum to
exchange questions and ideas about a course
or subject with other learners or teachers,
DESIGN AND DEVELOPMENT OF ONLINE EDUCATIONAL GAMES BASED ON QUESTIONS
485
posting messages available to be read by other
users in the same group.
Chat: A chat is another way to exchange ideas
between two or more users, similar to forums.
The difference is: messages are transferred in
a real-time communications with chat, as an
instant messenger application, and they can´t
be read by other users who haven´t taken part
in the communication.
Learning Modules: A learning module consists
of a file, with a particular format, containing
learning material. This material can be varied,
from documents and images to tests and
applications. The main advantage of learning
modules is their capacity to be managed in
multiple platforms and environments, because
they often obey to a standardized format.
Tests: A very typical e-learning resource.
Learners can perform an online test anywhere
with a computer connected to the Internet.
Most of these types of material are commonly
used in devoted learning environments known as
learning platforms.
2.3 e-Learning Platforms
Most e-learning processes are made through e-
learning platforms or environment. A learning
platform or environment (Casamayor et al., 2009)
provides a set of educational tools for students to
learn through a computer connected to the Internet.
Generally, in these platforms, lectures upload
different type of contents so that they are available
online to all interested learners. Representative
examples of learning platforms are Moodle and
ILIAS. Most of these platforms are ready to store
educational content in several formats: text, images,
media, tests, specific learning module formats, etc.
Another important issue offered by e-Learning
Platforms is an integrated environment for the
creating ad enforcing tests and assessments, in order
to monitor student’s learning progress as well as the
tutors and examiners, supporting different kinds of
questions, i.e. multiple choice, single choice, cloze
questions, ordering, matching, etc. But the most
flexible issue is the possibility of uploading learning
content in SCORM module format. Learning
modules are a flexible resource, usually compatible
with most of the current Operating Systems and
Web Browsers. A SCORM module may contain a
great variety of content and interactive applications
in several programming languages, for example
Java.
3 EDUCATIONAL GAMES
BASED ON QUESTIONS
Our proposal in this contribution consists of the
design and development of online educational games
based on questions, aimed to students of different
modules. These games provide students a useful,
easy and entertaining resource to self-train and self-
evaluate their learning skills. The student’s self-
training is possible because the repeated use of the
different games is a good method to acquire the
knowledge students need in order to achieve success
with their subject/course, and we have a student’s
self-evaluation because they can measure their level
of aptitude thanks to the game’s interface, informing
them about correct answer, mistakes, etc. In the
following, we present the design and development of
educational games, then we present the description
of each game and finally, we propose the SCORM
structure that includes all games.
3.1 Design and Development of
Educational Games
The educational games have designed in the Java
object-oriented language, as Java Applets. An
Applet is a Java application designed to run on the
Web, under a Client/Server Architecture, so that the
server system sends it to client systems to be run on
each of them.
Figure 1: Example of Main Page for our Gaming Web
Application.
We have integrated these Applets both in HTML
pages with CSS styles and SCORM learning
modules, as described in Section 2.3. The latter
format has the great advantage of storing multiple
games at once; in fact, a single SCORM module
may host a tree-structured set of different games for
a module. Figure 1 shows an example of main page
for our Web application, designed for the course
‘Computer Science applied to Business
Management’.
CSEDU 2010 - 2nd International Conference on Computer Supported Education
486
An important novelty in the design and
development of the application is the availability of
a set of questions it reads to upload the game’s
questions shown to students, so that it is easy to
change this file without affecting the application,
thus giving lectures the possibility to create game
copies based on different sets of questions (see
Fig.2). The results have been delivered to
corresponding lectures in multiple formats.
Figure 2: SCORM structure for educational games.
3.2 Description of the Educational
Games
Our proposal contains five different educational
games. The selected games are traditional games
that generally everyone knows. Next, we describe
each of these games, placing special emphasis on the
learning and assessing processes:
Hang-Man: The user must guess, with the help
of a clue, a missing word, by inserting letters
included on it. If wrong letters are introduced
more than once, user may lose the game. The
objective is assessing short questions and
uncompleted sentences.
Cross-Words: Given a set of definitions, the
user must find the corresponding words to
these definitions in a crossword. Thus, the aim
of the game consists of assimilating a series of
concepts and key ideas related to the subject.
Word Find Puzzle: The aim is to find all
definitions and concepts hidden in the puzzle
before time expires. From the learning point
of view, the objective is identical as
mentioned in the Cross-Words game.
Checkerboard: With the help of a few clues
(short questions); user must unlock a hidden
passage on the board. The game allows
students to interrelate different concepts and
ideas, in order to reach the final answer to a
key question.
Tic-Tac-Toe: A variant of the popular game,
where users face the own game in a duel over
a 7x7 board. Random multiple-choice
questions are shown. If the user chooses the
right option, he can place a counter on the
board; otherwise, the game places a counter.
The aim is getting as many lines as possible.
Tic-Tac-Toe (Small version): A simpler variant
of the latter, where the first who lines up three
counters is the winner.
Both Tic-Tac-Toe’s versions lead students to
the assessment of their amount of global
knowledge acquired through the execution of
a test type evaluation.
As we have just seen, different types of questions
are used in the educational games, included short
questions, definitions, completing the sentences,
revealing passages and multiple-choice questions.
3.3 Structure of SCORM Modules
The SCORM modules we have set out in our
proposal consist of a set of individual educational
games (applets) for different contents in a course.
We have considered a single SCORM module for
each complete course, integrating both applets and
HMTL pages to contain each applet in a file
compressed under a zip format. The resulting
SCORM file is compatible with many learning
platforms, for example ILIAS.
Figure 3: Tic-Tac-Toe integrated in a SCORM Module.
Figure 3 shows on the right side a Tic-Tac-Toe
game for the course ‘English Literature’, and a
complete tree structure for the corresponding
SCORM module, running on an ILIAS learning
platform, on the left side. The game tree includes all
games creates for ‘English Literature’ course,
classified according to the type of game. For each
game, besides, we divide educational games by
themes or didactic units.
SCORM modules have been developed for
various subjects who belong to different degrees at
the University of Jaén.
DESIGN AND DEVELOPMENT OF ONLINE EDUCATIONAL GAMES BASED ON QUESTIONS
487
4 CONCLUSIONS AND FUTURE
WORKS
The virtual learning environments have been created
and developed in many education institutions to
improve different aspects of the learning processes.
However, some contents are boring. In this
contribution, we proposed the design and
development of educational games as content for e-
learning. The set of educational games will be used
as a tool for students to carry out the process of self-
evaluation and self-training and it is more pleasant
that others content that have the same objectives.
Furthermore, the set of educational games is
included in a SCORM, so its use may extend to any
e-learning platform. In the current year, we have
successfully performed the implantation of these
games in four subjects belonging to different degrees
in the University of Jaén.
Our future work is aimed at developing the
proposed set of educational games for mobile
devices that allows students to carry out the
processes of self-evaluation and self-training about
their skills on a topic/subject, using their mobile
device at any time and any place.
ACKNOWLEDGEMENTS
This paper has been partially supported by the
research projects PID33B, TIN2009-08286, and
P08-TIC-3548.
REFERENCES
Carballar, J.A.: Internet, el mundo en sus manos. Ed. Ra-
ma (1999).
Mjoset, L.: Stein Rokkan's thick comparisons. Acta
Sociológica, 2000. 43(4): p. 381-397.
Piccoli, G., R. Ahmad, and B. Ives: Web-based virtual
learning environments: A research framework and a
preliminary assessment of effectiveness in basic IT
skills training. Mis Quarterly, 2001. 25(4): p. 401-426.
Trochim, W.M.K., et al.: Development of a model of the
tobacco industry's interference with tobacco control
programmes. Tobacco Control, 2003. 12(2): p. 140-
147.
Ho, L.A., and Kuo, T.H: How can one amplify the effect of
e-learning? An examination of high-tech employees’
computer attitude and flow experience. Computers in
Human Behavior (2010), 26, p. 23-31.
González-Videgaray, M., Hernández-Zamora, G. and Del-
Río-Martínez, J.H: Learning objects in theory and
practice: A vision from Mexican University teachers.
Computers & Education (2009), 53, p.1330–1338.
Sabry, K. and Baldwin, L: Web-based learning interaction
and learning style. British Journal of Educational
Technology (2003), 34, No 4, p. 443–454.
Atman, N., Inceoğlu, M.M., and Aslan, B.G.: Learning
Styles Diagnosis Based on Learner Behaviors in Web
Based Learning. Lecture Notes in Computer Science
(including subseries Lecture Notes in Artificial
Intelligence and Lecture Notes in Bioinformatics)
5593 LNCS. PART2 (2009), p. 900-909.
Ritchie D., and Hoffman B.: Incorporating instructional
design principles with the world wide web in Web-
Based Instruction. Educational Technology
Publications (1997), Englewood Cliffs, NJ, p. 135–
138.
The American Journal of Distance Education, Moore M
Editorial (1989), 3, 2, 1–7.
Dewey, J. (1916, 1966) Democracy and Education Free
Press, New York.
Rosenberg, Marc J.: E-learning: strategies for delivering
knowledge in the digital age. Ed. Cartoné, (2001).
Block, H.: The e-Bang Theory: Education Industry
Overview. Illuminismo (1999), Vol. 2.
Browning, P., and Williams, J.: Using the internet in
teaching and learning: A U.K. perspective. Computers
and Geosciences (1997), 23 (5), pp. 549-557.
Casamayor, A., Amandi, A., Campo, M.: Intelligent
assistance for teachers in collaborative e-learning
environments. Computers and Education (2009), 53
(4), pp. 1147-1154.
Sánchez, P.J., Martínez, L., Mata, F., Bernardino, A.: Una
aplicación de entrenamiento y auto evaluación para
un sistema e-learning. I Simposium en Informática y
Telecomunicaciones, SIT01 (2001). A Coruña (Spain),
pp 403-413.
Martínez, L., Araque, F., and Salguero, A.: Complement
Contents in Virtual Learning Environments with
Interactive Conceptual Maps to reinforce training and
learning processes. An Experience in Management
Degree. Second International Conference on
Interactive Mobile and Computer Aided Learning
(IMCL).Amman, Jordan. Abril (2007).
Martínez, L., Araque, F., and Salguero, A.: Complement
Contents in Virtual Learning Environments with
Interactive Conceptual Maps: An Experience in
Management Degree. IEEE multidisciplinary
engineering education magazine, vol. 2, no. 3,
September (2007), p.13-17.
CSEDU 2010 - 2nd International Conference on Computer Supported Education
488