DISCO, a Formal Model of Serious Games to Help Teachers at the
Design Stage
Mathieu Vermeulen
1
, Nadine Mandran
2
and Jean-Marc Labat
1
1
LIP6, Sorbonne Universités - UPMC, 4 Place Jussieu, 75005, Paris, France
2
LIG, Université Grenoble Alpes, 110 av. de la Chimie - BP 53, 38041, Grenoble, France
Keywords: ILE, Serious Games, Formal Model, Case Study, Design Method, Higher Education, Teacher.
Abstract: This paper proposes a formal model of serious game understandable and usable by teachers in higher
education. Serious games are often mentioned in higher education, but their use is restricted other than for
teachers always looking for renewal. Indeed, there is a lack of tools to facilitate their creation and use,
especially for teachers. This article presents serious games of the type case study designed empirically. To
overcome this empirical aspect, we derive a formal model of serious play and methodology closely
associating teachers in the creative process. We want to improve no only the design stage but also the use of
serious games produced by teachers with their students. This model, called DISCO, will be the basis of a
current work including an experimental approach taking into account the context of the job of teachers.
1 RESEARCH PROBLEM
In recent years teachers are faced with many
changes in their job due to various factors: the new
generation of connected students, onset of MOOC or
use of serious games. In particular, serious games
are now widely present in the world of
business. Many achievements have shown their
interest in the transfer of skills and knowledge by
developing the attractiveness and promoting the
motivation to learners. Nonetheless that interest is
tempered by the lack of tools and methodologies for
the design and production (Mariais et al.,
2011). Meanwhile, the world of higher education is
impacted, but with less enthusiasm. Additional
factors may explain this phenomenon such as:
a. A need of large initial investments for the
acquisition of expert skills and a reduced
public limiting the return on investment
(Marfisi et al., 2013),
b. specific dedicated developments, non easily
reusable without strong adaptation (related to
the choice of the teacher) (Marne, 2012),
c. complex authoring tools that require
computer skills (Djaouti, 2011) (Marfisi,
2013).
These last two points merit attention: in fact,
teachers in higher education, even those that are
convinced of the potential of digital education, have
difficulties adapt Serious Games to their pedagogy.
Furthermore they have more difficulties in
appropriating the authoring tools to build their own
resources. The design of educational resources by
themselves, or even just their participation in the
design, would however probably guarantee a better
use, as teachers want to remain masters of the
resources they use.
The problem is to define models, methods and
tools for the creation of serious games that strongly
implicate teachers, which is a guarantee of better
use.
2 OUTLINES OF OBJECTIVES
Our research has the following objectives:
a. To analyse serious games, specially serious
games of the case study type.
b. To derive a formal model and to give the
associated method to design serious games of
the case study type.
c. To define and to specify artefacts reifying this
model and to find links between each of them.
d. To produce instantiation of the model with
the target audience (teachers) and to test these
serious games on the field with students.
Vermeulen, M., Mandran, N. and Labat, J-M.
DISCO, a Formal Model of Serious Games to Help Teachers at the Design Stage.
In Doctoral Consortium (DCCSEDU 2016), pages 3-8
3
e. To recover and to analyse traces in order to
improve it.
3 STATE OF THE ART
The « serious games » term (or learning game for
our case) has several definitions depending on the
context and authors such as (Abt, 1970) or (Chen
and Michael, 2005). (Alvarez and Djaouti, 2011)
provide a definition clarifying the ambiguity of the
concept: a serious game is a computer application
for which the original intention is to combine with
consistency, serious aspects, in this case learning,
with playful elements taken from the video
game. This definition involves the coupling of a
pedagogical scenario and a playful scenario.
As we have already noted, teachers conceive
serious games as complex resources to design and to
implement in their teaching. In general, their
creation is seen as a difficult exercise, including
accustomed designers. Thus, although relatively
new, research has been undertaken to facilitate the
task of the creators of serious games.
The methodology MISA (Paquette et al., 1999)
is an iconic design method for ILE (Interactive
Learning Environment). It aims at specifying and
starting the design and implementation of an ILE
based on different expert actors. MISA offers a
sequential approach unsuited to the creation of
serious games, and where different experts work in
cooperation rather than collaboration.
(Djaouti, 2011) offers a model for generic design
of serious games, the DICE model. An initial
definition phase is followed by an iterative
development cycle comprising three stages:
Imagine, Create and Evaluate. This approach,
inspired by the work around the creation of purely
entertaining video games, brings an agile dimension.
Proposed by (Yusoff, 2010), the Serious Game
Conceptual Framework is a serious game design
framework that introduces the idea of pre-combine
fun elements and learning outcomes, themselves
drawn from the targeted skills. It gives the different
types of involved actors but does not detail their role
in the process.
(Marne et al., 2012) presents a non-sequential
design framework, the six facets of serious games
design (Figure 1). These facets are design elements
involving two broad categories of expertise
(educational and playful), which must be taken into
account when developing a serious game. This
model, besides to help design and streamline the
work, allow analysis of existing serious games.
Figure 1: The 6 facets of serious game.
If we focus on serious game design support tools
issued from Research in ILE, many only deals with
the scenario of the game. ScenLRPG (Mariais, 2012)
is an authoring tool, for role-playing learning games,
that divide the scenario into educational activities
taking into account the intentions of the designers.
Legadee (Marfisi, 2013), an authoring tool for
the design of learning games, offers a partition of the
scenario in components with a cooperative approach.
It was tested with an audience of designers
(educational engineers, game designers, etc.). It
remains difficult to use with teachers because of the
necessity of learning Legadee interface.
MoPPLiq (Marne and Labat, 2014) is a generic
model able to describe the playful and educational
aspects of the scenario of a serious game in stages and
makes the scenario understandable and capable of
being manipulated by teachers. This model comes with
a tool called APPLiq enabling manipulation of the
scenario to fit it into the educational background of
teachers. MoPPLiq covers only part of the design but
provides a tool for scenario design that we will use.
These methods and tools provide a framework
for designing serious games but say nothing about
the computer models used to translate these serious
games design into artefacts. But experience shows
that without predefined templates, teachers have
difficulties to imagine objects to implement in the
design phase. The central objective of this work is to
define a proper formal model containing artefacts to
develop. This model will guide teachers more
closely in designing serious games, especially those
of the « case study » type.
4 METHODOLOGY
The chosen methodological posture is based on the
Design Based Research (DBR) (Wang and
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Hannafin, 2005). This posture is based on the
inclusion of teachers in the work environment, the
interaction between researchers and teachers to
advance proposals for research and confirm them on
the field. The DBR favors iterative approaches and
the use of qualitative and quantitative methods. This
context of collaboration and the mix of methods is a
posture suited to our research. In addition, this
former is situated in the field and in contact with the
teachers, and must follow an iterative cycle. At the
implementation level, the experimental approach
will be based on a user-centered approach adapted to
a research context (Mandran et al., 2013). The
methods used will be both qualitative to understand
the needs of teachers and quantitative to analyse and
evaluate the use of the serious game.
The experimental process will be conducted in
three stages:
a. The acquired observations and experience of
on the field will help to create a first proposal
for a formal model of serious games of the
case study type.
b. This proposal will be presented and tested
with teachers during an interview campaign
and focus group. The proposal could be
improved. Improvements include firstly the
model presented, but also the associated
design methodology.
c. Traces of teachers (and/or students) during
the use of serious games will be collected; it
will validate the proposed model.
For the first stage, we began this work in
September 2015 with an exploratory phase during
the collaborative design of serious games of the case
study type. This phase of co-design allowed to
generate, with designers, a document describing the
methodology (via interviews with them). An
analysis step followed to reach a proposed model of
serious games in this article. A first phase of
interviews with teachers allowed to refine the model
in December 2015.
The starting point of our work will be the
observation and analysis of the experience of the
creation of serious games with teachers, for a variety
of themes in university and higher education.
5 SERIOUS GAMES AND CASE
STUDIES
However, to create a formal model that is suitable
for a whole class of serious games, it is legitimate to
find a type of serious game compatible with the
largest number of themes addressed in higher
education. In fact, several studies have shown the
interest of the Case Method to create serious games
by teachers in higher education, particularly
following the collaborative project Generic-SG
(Marfisi et al., 2013). Indeed, the case studies are a
device based on a constructivist pedagogy and can
be applied to many fields of knowledge (law,
management, medicine, biology, physics,
mathematics, sustainable development, etc.). They
can be the basis of educational scenarios of serious
games. The case method established at Harvard for
many years (Dooley, 1977) refers in many areas. In
medicine, learning diagnostic techniques via the
Script Concordance (SC) tests (Charlin et al., 2000)
use real situations: the students have to choose
assumptions validated during design by a panel of
doctors in an uncoordinated manner, each expert
gives his solution to the situation in light of his
experience. The TOPAZE model was designed for
the editorial chain SCENARI (Quelennec et al.,
2010) (Gebers and Crozat, 2010) to facilitate the
digitization of case studies. Nonetheless, this model
is one of the tools used to produce the serious games
explained in the following paragraph.
Initiated in 2010, the Scientific and Practical
Case Studies for Higher Education and Research (in
french Les ECSPER) are case studies that combine
knowledge and expertise in a fictional setting based
on real events all in a playful environment. The first
case « Le Robot tueur » (killer robot) released in
2012 (Robot) (Figure 2), was made to demonstrate
the feasibility of the design and implementation of a
serious game in scientific topics by teachers.
Figure 2: Interface of the game "Le Robot Tueur".
Based on real situations, we introduced some
elements of a video game as challenge, graphics and
an ambiance borrowed from the comic, and
humorous situations. The playful approach here
offers a way to involve learners in a realistic world
DISCO, a Formal Model of Serious Games to Help Teachers at the Design Stage
5
(Sanchez et al., 2011). Furthermore, the « Robot
Tueur » is a game with intrinsic motivation
(Fabricatore, 2000) as opposed to serious games
where the game aspect is an added layer without
related learning content (extrinsic metaphor).
Three cases were constructed empirically (two in
physics, one in project management) since 2010.
Their use in various institutions of higher education
and with different teachers (Fronton et al., 2015)
received the recognition of educational community
and ICT engineers (FFUP2013). Furthermore, due to
the need expressed by many teachers, there has
emerged the requirement of a formal model that
facilitates the design and creation of serious games
of the case study type and methodology adapted to
the model.
6 FIRST OUTCOME
The first case was built around the role of scientists
commissioned by a judge to carry out an expertise
on a piece of evidence. A first action was to define
initial objectives, what is recommended for ILE by
(Paquette et al., 1999): What should the student
performed? What will he learn? Which knowledge
or skill does he confirm? And how? What will he do
at the end of this serious game? What are we
assessing? The choice fell on two aspects: the
validation of knowledge viewed in courses and the
acquisition of solving methods corresponding to this
expertise.
A first model of the domain, D, was proposed
simply based on the experience of teachers. This
initial model, very brief, took the form of a simple
text file and contains the necessary initial knowledge
of the learner. The collect of expertise is a difficult
task for teachers (for different reasons: cognitive,
psychological, organizational) and a delicate point in
process of developing a serious game, that requires
the establishment of an effective and rigorous
approach (Marne, 2014). We have worked in parallel
on the simulation domain and the potential
interactions between the students and the serious
game: teachers must present the articulation between
knowledge, so that these interactions allow the
acquisition of knowledge.
At the same time, we defined with the teachers
the learning objectives, O, the conditions of use of
the serious game, C, and worked on a first scenario,
S. This last was initially built using post-it, then it
was digitalized using a mind map tool to facilitate its
evolution (Figure 3). Simultaneously an author of
comics, accustomed to video game scenarios,
worked with teachers on the playful scenario of the
serious game.
Figure 3: Sample of scenario graph of a case study.
At this stage a rapid prototyping was
needed. Indeed, this conception « just in time » and
without using validation tool can generate scenarios
containing dead ends and difficult to detect
loops. To detect these imperfections and improve the
script, the prototype of the game was designed on
paper and then implemented in PowerPoint. Multiple
iterations on this prototype and dialogues between
teachers and the author of comics allowed the
finalization of the scenario, but also a reflection on
the players progress in the serious game and
validation of playful aspects. This iterative design
with rapid prototyping can be found in the
literature (Marne and Labat, 2014).
Once the different authors validated the scenario,
each stage has been reviewed to incorporate the
interactions selected into the panel of available
interactions. We implemented it using the tool
SCENARI and Topaze documentary model. This last
was designed to digitalize multi-linear case studies
(Quelennec et al., 2010) (Gebers and Crozat, 2010).
After this phase, the first tests with teachers
started. Initial feedback (obtained trough informal
discussions) reported on the media and the scenario
quality. Nonetheless, the conditions of use have been
modified to fit with the educational practices of each
(especially regarding the evaluation of students). We
then launched to students a survey in the form of a
questionnaire. Unfortunately, responses, too weak
and too imprecise at this time did not allow
achieving meaningful and usable numbers.
With this first exploratory phase, we pointed out
the research questions that will be the subject of our
future research. We have induced this first iteration
the following result:
A serious game type case study can be
considered as a 5-tuple containing the objects D, O,
I, S and C such as:
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D: Domain Model, a graph whose nodes are
the knowledge or skills domain and arches
reflecting the prerequisites links. This graph
must include the necessary initial knowledge
of the learner.
O: Objectives, a sub-graph of the graph of
domain model with possibly an indication of
the expected level of performance.
I: Interactions, a set of available interactions
with the simulation of the domain model. For
example, the completion of puzzle or drag
and drop are possible types of interactions.
S: Screenwriting, a scenario defined as a
directed graph, each node is the complete
realization of a problem, giving great
flexibility in screenwriting. The links (as
proposed MoPPLiq model) reflect the
teacher's expertise. Each teacher can freely
modify and adapt them to his own use.
C: Usage Context, a sentence explaining the
context and associated constraints.
This gives the DISCO model.
7 STAGE OF THE RESEARCH
In this article, we presented a formal model of serious
game type case study where the teacher plays an
important role at the design stage (in addition to its
traditional role of prescriber). We should now refine
the model DISCO, specify and describe each element
of this 5-tuple and the links between them. We should
also provide the tools to facilitate the work of teachers
within the model for the creation of serious games of
the case study type. Finally, we should validate this
model by creating and experimenting serious games
built using the DISCO model with authors and/or
users. These serious games and prescribed to students
by teachers generate data for analysis.
The analysis of these traces will also respond to
our initial problem: with a strong implication of
teachers in the creation of serious games, based on
the use of a formal model based on the use of design
methodology, should we see a better use of serious
games? This framework will also give the
opportunity to design a significant number of serious
games, increasing the returns to serious game
designers and researchers.
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