Digital Learning Game Scenario
A Pedagogical Pattern Applied to Serious Game Design
Richard Hotte, Susan M. Ferreira, Saâd Abdessettar and Charles Gouin-Vallerand
LICEF research Center, TÉLUQ (UQ), 5800 rue Saint-Denis, Montréal, Canada
Keywords: Serious Games Design, Pedagogical Pattern, Mobile Learning Application, Learning Game Scenario,
Educational Montessori Approach, Instructional Modeling Technique.
Abstract: The design of educational Serious Games (SG) remains a difficult operation which requires a tight weave
between practices in instructional design and game design to be effective. Despite excellent works in the
domain, the balance problem increases more significantly in the mobile learning system development such
as Kids Smart Mobile School (KSMS) as a SG. KSMS is a school that aims to provide learning from K to
12 in Math and English as a Second Language to children without access to school in developing countries.
This paper proposes a solution by designing a pedagogical pattern of a Learning Game Scenario, based on
the educational Montessori approach mixed up with instructional engineering technique. This pattern is
applicable to the various learning phases, making up the structure cognitive and pedagogical of KSMS.
Moreover, this paper indicates how this pedagogical pattern makes easier the communication between
members of an interdisciplinary team in different phases of design and development.
1 INTRODUCTION
Nowadays, there are still populations in the world in
which children do not have access to school
(primary and secondary). According to the EFA
Global Monitoring Report 2012, an estimated 250
million children are not able to read, write or count
well even after spending at least four years of
schooling, (UNESCO. Approved Programme and
Budget 2014–2017 (37 C/5), objective 6- Improving
learning, p.45).
So how can information and communication
technologies (ICTs) help mitigate the impact of
accessibility problems in education? The increasing
penetration of technologies in developing countries
could be seen as an opportunity to provide more
access to education, in poor and rural areas. The
development of mobile learning systems in form of
Serious Games would appear as an alternative
available to access face-to-face schooling for
children in disadvantaged areas?
This paper proposes a pedagogical pattern as a
support tool to SG design. It is dedicated to a
learning game that merges both learning and game
into a unique and same activity for the learner-
player.
1.1 KSMS Research Program
Kids’ Smart Mobile School (KSMS) is an
interdisciplinary research program. Its aim is to
create and develop a mobile learning system for
mobile devices such as electronic tablets. KSMS is
adapted to the individual self-learning, particularly
for children in developing countries.
On the one hand, the overall goal of this program
is to adapt every subject's content offered from K to
12 in a standard state school curriculum onto a
software/app. On the other hand, its targets to
enhance the design practices and implementation of
mobile learning systems based on SG’s scenarios,
and a smart and efficient human machine interaction
management.
1.2 Originality of KSMS
The KSMS program's originality is that the system
in its final form will represent a unique source of
formal learning for the target population. KSMS will
not be a complement to the formal educational
system, such as school, classrooms, learning
resources or teachers.
As highlighted by Ferreira et al (2016),
"Unfortunately, most of current efforts in this area
Hotte, R., Ferreira, S., Abdessettar, S. and Gouin-Vallerand, C.
Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design.
DOI: 10.5220/0006260300870094
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 2, pages 87-94
ISBN: 978-989-758-240-0
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
87
aimed to complement the daily school learning or
focus only in a particular learning content, not
offering strong solutions for providing children’s
education in lieu of availability of regular
schooling".
In contrast, KSMS aims to provide all its
components in an integrated architecture of a mobile
learning system. This can ensure learning efficiency
and effectiveness for the target population, with
limited access or no access to teachers or the
schooling.
1.3 Three Specific Issues
In designing and developing KSMS as SG
environment, we had to create a customized
Learning Game Scenario that would integrate the
learning and game in a same and unique activity.
Moreover, we did it in order to face three specific
issues that are 1.) how to amalgamate learning and
game in a same process, 2.) how to compensate for
lack of teachers, and 3.) how to provide a common
language inside a multidisciplinary team, more
specifically to enhance the collaboration between
instructional designer and software developers.
The pedagogical pattern proposed in this paper is
based on both the epistemological founding
principles of the Montessori constructivism
approach (1912) and with the skills' typology of
Paquette (2002). Mainly, this pedagogical pattern
has been used as a guide to the learning game
activities design of KSMS prototype. Moreover, it
facilitated exchanges within the interdisciplinary
team during the learning game prototype
development on the tablet. Section 2 raises the issue
of SG design as digital learning environment as it
stands today. Section 3 sets the principles of the
ongoing research. Section 4 addresses the design of
the Learning Game Scenario. Section 5 deals with
the implementation of the pedagogical pattern called
Learning Game Scenario to support the
development of the first KSMS prototype as SG.
Finally, the conclusion puts into perspective the
next steps of the research program and the
educational pattern design, as a support to the
educational SG design and development teams.
2 STATE OF ART
Previous studies had stated that "in the past 10
years, the field of learning games has grown
dramatically" (Groff et al., 2015), that “serious
Games (SGs) are gaining ever more interest as an
instructional tool" (Arnab et al., 2015) and that
"Educational games are being backed up in the
Technology-Enhanced Learning domain as
strategies that can lead to worthy learning
outcomes." (Melero and Hernández-Leo, 2014).
The literature makes amply state of design work
(Moreno-Ger et al., 2008), good stories examples
(Prensky, 2001), and prototypes related to SG design
applied to learning or Learning Games (Marfisi-
Schottman, 2012). Nevertheless, their design is
always a difficult and poorly controlled operation.
2.1 Serious Game, a Digital
Application
Crookal (2010) specifies that he prefers "the term
computerized simulation/game for training or
learning because it includes explicitly the three main
elements [games, advanced video graphics,
research], and also because a learning game is
indeed serious, almost by definition, and so does not
in itself really need the epithet.". In the education
domain, SG connects an useful component from
educational domain or training (Serious), with fun
components (Game) from a video game or computer
simulation.
2.1.1 A French Point of View
In the francophone community, the Alvarez’s thesis
(2007), marks the beginning of the digital learning
environment design as SG, in other words, designing
a gaming environment for the purpose of learning.
So, Alvarez (2007) defines SG as a computing
application whose initial intention is to combine
with consistency, both serious aspects (Serious)
including, but not limited to, non-exclusive,
teaching, learning, communication, information,
etc., with fun springs from the video game (Game).
Marne (2011) considers SG like computer-based
environments for human learning that are based on a
knowledge domain simulation to teach with which
the player-learner can interact playfully using a
metaphor.
As for George et al. (2013), the learning games
are digital learning environments that incorporate
effective scenarios based on metacognitive
strategies. Finally, Marfisi-Schottman (2012) affirms
that in order that a LG be really at the service of the
learning, its educational activities and game scenario
must be carefully woven together in order that the
learner feel an intrinsic motivation to learn.
CSEDU 2017 - 9th International Conference on Computer Supported Education
88
2.2 Designing a SG, an Elusive Issue
George et al. (2013) state the core of the problem is
still lies today in the integration of educational
content into the game or the game in the pedagogical
scenario. This solicits transdisciplinary collaboration
between, minimally, educational designers and game
designers.
Alvarez (2007) writes that his problem is, in
particular, to understand how this relationship between
a pedagogical scenario and a video game operates.
More exactly, the challenge was the successful
amalgamation of play and learning. The most
appropriate scenario to design a SG must provide all
the necessary conditions for knowledge real
construction, without the game taking over by its
visual tricks and dynamism or, conversely, that too
much academic educational aspects make the game
boring, demotivating the learner-player.
2.2.1 Motivation to Learn
Marne (2011) adds that the balance between
motivation and learning in the design of these
serious games is based on the synergy of fun and
educational expertise. According to (Abdessettar et
al., 2016), Marshall, H. (1987) defines motivation to
learn as "the meaningfulness, value, and benefits of
academic tasks to the learner regardless of whether
or not they are intrinsically interesting."
In order to reach this balance, Marne (2014)
proposes a generic model of a fun-pedagogic process
for the serious games by steps called MoPPLiq. On
the other hand, Abdessettar et al. (2016) suggest, "to
integrate persuasive design and persuasive
technologies in a framework of three layers that
among others in the Learning Content & Scenarios
layer."
3 FOUNDATIONS OF THE
MODEL
KSMS proposes to create and develop a mobile
learning system using tablets to provide learning
from K 1 to 12 in math and ESL to children who are
deprived. This mobile learning system consists of a
server and a 7 inches’ tablet, supported by a second-
generation network, called 2G. The server is
dedicated to account administration, monitoring of
interactions, and data collection. The tablet hosts the
serious game and collects some of the information.
The system belongs to the partner that handles
thelink between the tablet and the server.
3.1 Instructional Scenario
The instructional scenario adapted to a game became
the sensitive point of the SG design applied to
learning. The scenario is a learning flow process that
guides the learner in his knowledge-building process
throughout his training. The consideration of
individual self-learning situations guided the
instructional scenarios design of KSMS as a school
without teachers, and the metacognitive strategies
including those of self-observation, self-assessment
and, in particular, the debriefing defined as "the
processing of game experience to turn it into
learning" (Crookal, 2010).
Taking into account the literature review
recommendations, including those of Klopfer et al.
(2009), in KSMS "we focused in both aspects,
learning and gaming, from the beginning of the
design process. The result of this strategy was
learning to design gaming scenarios and game
mechanics that include both gaming and learning
aspects" (Ferreira et al., 2016). According to
(Bouvier et al., 2013), "Learning games are digital
learning environments that involve efficient year
scenario based on metacognitive strategies.” On the
other hand, Arnab et al. (2015) draw attention to the
fact that "despite the digital games' potential in
terms of interactivity, immersion and engagement,
more work is still required to understand how to
better design, administrate and evaluate digital
games across different learning contexts and
targets."
In recent years, various initiatives lead to the
conclusion that "The amalgamation of mobile
learning is mini terminal and learning games is
promising to solve the lack of access to education of
children who are deprived populations" (Bouvier et
al. 2013). Furthermore, the literature review
proposes learning system models that serve as levers
to deliver customized learning experiences (Eggers
and MacMillan, 2015) by exploiting technologies.
The AltSchool is one example. It has been
implemented experimentally since 2013, in order "to
rethink how education can serve families in the
modern era" (Max Ventilla, Linked In). The
AltSchool model finds its foundations in the
Montesseri constructivist approach (1912). It
provides pedagogical organisation centred on
individual self-learning and group cooperative
approach (Ultanir, 2012). The individual self-
learning encouraged the track of students’ activities,
aiming to send back to them personalized learning
scenarios.
Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design
89
3.2 Montessori’s Constructivism
Any approach in education presupposes an
epistemology, that is to say a set of theoretical
principles that justifies it. In Montessori and
Constructivism, David Elkind (2003) states that:
"Montessori education encompasses all three
epistemologies that it has survived and continued to
grow as a pedagogical influence.” These
epistemologies are empiricism, nativism and
constructivism.
In the education domain, they match reciprocally
with behaviourism, Socratic method, and
constructivism. Concerning the behaviourist
approach, the learner explores his/her natural
environment to learn. In the Socratic educational
method, one is handled the concepts and objects to
deduce learning, and in constructivist approach the
learner implements knowledge through a personal
construction. Depending on its activity "Every child
has a bit of the mime, the logician, and the architect
in himself or herself. Indeed, these three models
might be described as the three basic modes of
learning: imitation, reason, and construction"
(Elkind, 2003).
3.3 Paquette's Typology of Skills
Concerning the Paquette’s typology (2002), it
suggests four main classes of skills related to the
information cognitive processing: to receive, to
recreate or reproduce, to create or to produce and,
finally, to self-manage. The first three ones are in
keeping with roles of learner-player suggested by
Montessori approach. We added the fourth class, to
self-regulate, to the first three in order to introduce a
debriefing process to the Learning Game Scenario
model. It is the self-management class of Paquette's
skills typology (2002). This fourth iteration is a kind
of tool to guide the learner-player into a
metacognitive reflection about his/her own learning
process. Eventually, in KSMS scenario, an activity
of a learning-game process includes four steps: to
explore, to manipulate, to operate, and to self-
regulate. Each step definition is a combination of the
educational approach of Montessori (1912) and
Paquette's skills typology (2002).
The first approach belongs to the epistemological
principles in education and, more particularly, to a
kind of constructivism relatively eclectic (Elkind,
2003). The second one belongs to the learning
systems engineering, particularly, online learning
systems. It finally finds its foundation in a
cognitivism hypothesis of the information process at
the human being based on the computer theory.
Both
align themselves with constructivism as an
instructional approach centered on the learner, more
specifically, on his/her capacity to learn by him or
herself.
4 METHODOLOGICAL DRAFT
On the one hand, all good scholar instructional
engineers know the Paquette’s work about the
knowledge and competencies modeling (2002)
integrating typologies of skills. The outcome of this
work is a graphic language to conceive and learn
that we have used to represent Learning Game
Scenario.
On the other hand, all good scholar learning
system engineers know how it is crucial to adopt
tools in order to enhance communication at an
interdisciplinary team, particularly, in order to
favour exchange between instructional designers and
IT developers.
4.1 MOT as Modeling Technique
In order to create, develop and represent the
Learning Game Scenario as a pedagogical model,
we have used a knowledge representation technique
called "Modeling using Object Types" (MOT). MOT
enables to represent a large variety of situations and
knowledge domains, transparent view of
relationships between knowledge units, uncovering a
domain’s semantic (Paquette, 1996).
In addition, G-MOT is the editor of models by
object types (MOT). Then, G-MOT is a modeling
tool to support instructional design. It provides a
graphical formalism that is able to ensure
consistency of an educational system like KSMS.
Modeling with G-MOT allows to represent, with
graphics, knowledge and competencies and, then to
link them to learning resources.
4.2 The Formalism Graphic MOT
The MOT graphic formalism allows the integrated
processing of four knowledge types: facts, concepts,
procedures and principles. Furthermore, it integrates
six types of links, subject to certain integrity
constraints in order to ensure the pedagogical
coherence of the system.
Three reasons justify our choice of this modeling
technique. The first is that this technique makes it
possible to represent, in the form of models and sub-
models, learning processes as sequences of
CSEDU 2017 - 9th International Conference on Computer Supported Education
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interrelated activities. The process includes
procedures, concepts that are the inputs and outputs
(products), and principles that regulate their
execution. The second is that the MOT technique
makes it possible to take into account the
cooperation between participants in the possible
definition of a collaborative learning system. The
third reason is that a software tool support this
technique. A graphic editor that provides a complete
graphic formalism and all necessary functions to
describe systematically all information exchanged
between participants of an interactive mobile
learning system.
4.3 The Modeling Process
We have designed the Learning Game Scenario in
several phases based on Montessori approach,
according to David Elkind (2013), and the Paquette
typology of skill (2002). We believe that by
matching the epistemological educational
foundations with an instructional engineering
approach we would reach our goal, to create a
scenario merging learning and game into one only
activity.
4.3.1 Start of the Learning Game Scenario
We have started the Learning Game Scenario
model’s design by the graphic translation of the
Montessori approach, as described by Elkind (2003).
This first draft allows representing a learning game
activity in three steps: to explore, to manipulate and
to operate and indicate the learner’s role or
positioning at each time.
4.3.2 A Learning Game Scenario Enhanced
Then, in a second time, we have enhanced the model
in including the Paquette’s skills typology (2002)
that describes the first three steps of an activity. This
typology is based on four main classes of skills,
more general and each of them corresponds with a
phase of the information process cycle. The first
phase is called Reception. During this phase, the
learner pays attention to objects, notices the
information in memory, that makes it possible to
give a meaning to each stimulus and memorizes
some of the information. The second phase is called
Reproduction. The memory is managed in such a
way as to select the relevant knowledge to prepare
the possible reaction, by processes of instantiation,
transposition and application. The third phase is
called Production and Creation. They are the high
level intellectual processes of analysis, reparation,
and synthesis. The last one is called Autogestion.
This process begins with assessing the situation that
leads to self-control, influencing others, controlling
a situation and adapting to events.
To improve the Learning Game Scenario’s
design, we have matched the first three classes of
Paquette’s skills typology (2002) with the high-level
activity of Montessori approach. Furthermore, we
have added competencies to each step as a principle
introduced by “To be able to.” That means that the
learner-player must reach this competency in
carrying out this step of the activity.
4.3.3 Debriefing
This learning game process seats the learner at the
center of the game. The game gives a context to the
knowledge in which the learner-player progresses.
This instructional strategy puts the learner-player in
a scalable situation: a mime who imitates, a logician
who deduces, and an architect who builds his/her
own project. At the end of the scalable process, the
learner-player is invited to debrief through a
challenge.
The fourth class of Paquette skills’ typology
(2002) can be considering as a debriefing one.
Incorporated to the model as the learning game
activity fourth step, it allows learners both to turn
his/her game experience into learning (Crookal,
2010), through different steps of the activity, and at
the end to progress from a level to another.
5 PEDAGOGICAL PATTERN
A part of the French researchers’ works on
computer-based environments for human learning
(Jézéquel, 2006; Olavo et al. 2007; Marne 2014;
Marne and Labat, 2012; Marnes et al., 2011) focuses
on pedagogical design pattern studies.
5.1 What a Pattern Is?
In fact, what does a pattern mean? Olavo et al.
(2007) think patterns as micro-architectures, that are,
"structures larger than objects but not large enough
to be system-level organizing principles" (Coplien,
1996). As stated in Douglas et al. (1996) "A pattern
is a recurring solution to a standard problem.”
Conte et al. (2001) add that, in general, a pattern
described a problem frequently encountered in a
particular context as well as a general and
consensual solution to the problem. Conforming to
the Association for Computing Machinery, "Not
Digital Learning Game Scenario - A Pedagogical Pattern Applied to Serious Game Design
91
only do patterns teach useful techniques, they help
people communicate better, and they help people
reason about what they do and why" (Douglas et al.,
1996).
5.2 Pedagogical Pattern in SG
Marnes and Labat (2012) are more specifically
interested in the implementation of design patterns
in order to adapt pedagogical-playful paths in SG.
They describe these kind of design patterns as
serious games based on an intrinsic metaphor in
which scriptwriting can be divided into activities.
This division can take different forms such as a
succession of levels, exercises, quests, case studies, etc.
5.3 The Usefulness of a Pattern
Design patterns are represented by a structured
formalism. In our case, we have used the model
editor G-MOT that is a modeling tool to support
instructional design. G-MOT provides a graphical
formalism that is able to ensure consistency of an
educational system like KSMS. Modeling with MOT
allows to graphically represent knowledge and
competencies and, then to link them to learning
resources.
As far as we are concerned, we have designed a
pedagogical pattern, called Learning Game
Scenario. This pattern is applicable throughout the
development of the KSMS school's cognitive and
pedagogical architecture, to which it gives
coherence. Concerning the point of view of
pedagogical design, this pattern makes it possible to
ensure a progression in learning and to tie the
activities closely to the universe of the game,
precisely because of its level of abstraction. But
what does it really mean from the game engineering
point of view?
The use of the teaching pattern allowed to guide
the teams in the conception of the KSMS’s
prototype in the form of a game. In this prototype,
we initiate a first activity, linking the learning of the
numbers and their English nomenclature.
Furthermore, we are currently working on the
prototype evaluation with children to measure its
usability and its usefulness in the overall design of
the SG.
6 IN BRIEF
We have designed and implemented a Learning-
Game Scenario to facilitate the mobile learning
system (KSMS)’s development for children without
access to school. According to Abdessettar et al.
(2016), we have noticed that "there is yet no
research study that focus on technological learning
system to compensate absence of school or teacher.
Few existing studies focus on either complementing
existing learning provided by standard schools, or
on bringing new alternative learning (distant or
hybrid) that always include teacher or tutor
interaction with final learners".
Our objective is that KSMS be fully automated
and represent a unique source of learning tool for
target population. KSMS learning environment is
based on a Serious Games approach. To develop it,
we have designed the Learning-Game Scenario
adapted to the individual self-learning. We have
believed that the Learning-Game Scenario's high-
level representation, mixing up game and learning
components into a same activity, would resolve an
important problem of serious games' design in
education. Furthermore, it would offer the basics of
a shared language between the involved resources
into the KSMS mobile application design and
development.
Learning Game Scenario as a model based on an
accessible language has made easier the cooperation
inside the project interdisciplinary team, above all,
between instructional designers and IT developers.
The Learning-Game Scenario made easier the
cooperation inside the project team. It facilitated the
experts’ commitment in education during the first
prototype’s production. In mixing up the Montessori
approach with a skills typology, we established
interesting links to explicit each iteration of the
Learning Game Scenario.
So far, we have done a first evaluation of the
learning environment prototype with children. The
results demonstrated the value of the design strategy
and highlighted aspects in the game design,
pedagogical pattern, game instruction and tablet
interaction that could be improved. These results
have important implications for future research in
this field, showing positive results of the design
approach and providing recommendations for further
research in this path.
The Learning-Game Scenario as a pedagogical
pattern would must allow a gradual learning and link
the instructional activities tightly to the universe of
the game. We will evaluate the pattern in designing
a new learning activity based on the pattern and
implemented on a mobile platform. So, we could
complete measuring the utility and the usability of
the Learning Game Pattern for the global design of a
Serious Games as KSMS.
CSEDU 2017 - 9th International Conference on Computer Supported Education
92
ACKNOWLEDGEMENTS
We acknowledge all team members of the KSMS
project for their collaboration and valuable
contributions to this research. We also thank
DataWind Inc. for their collaboration and support.
This project is founded by a MITACS Accelerate
Cluster Research grant, a Canadian Research
Funding Agency.
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