An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning

Luca Cuoco, Andrea Sterbini, Marco Temperini

2017

Abstract

We present a platform for Technology Enhanced Learning, allowing the learner to follow a path of game applications towards a learning objective. The path is determined by the learner, by selecting each time the next game of her choosing. The games are defined by teachers and experts, or even imported as web resources: they are associated to the system through suitable metadata, that express their pedagogical meaning. The system’s interface allows the student to navigate the repository of learning games (organized as a graph) and see among them those that she can select to undertake, and those that are not yet affordable. Whether a game is affordable, at a given moment, is determined by comparing the Student Model with the game’s specification. In conclusion, the path of learning activities followed by the learner is built interactively, by the learner, according to learner’s choice and the system’s pedagogical guidance. The system has not yet been experimented in a real class: we report about its design and implementation, and provide the reader with some simulated applications showing the system’s behaviour.

References

  1. Anderson, L. W., Krathwohl, D. R. (eds.), 2000. A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Allyn and Bacon.
  2. Bloom, B.S. (ed.), 1964. Taxonomy of Educational Objectives. David McKay Co. Inc., New York.
  3. Chaiklin, S., 2003. The zone of proximal development in Vygotsky's analysis of learning and instruction. In: Kozulin, A., Gindis, B., Ageyev, V., Miller, S. (eds.) Vygotsky's Educational Theory in Cultural Context, pp. 39-64. Cambridge University Press.
  4. Cho, K., MacArthur, C., 2010. Student Revision with Peer and Expert Reviewing. Learning and Instruction 20(4).
  5. Coller, B.D., Scott, M.J., 2009. Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education, 53, 900–912.
  6. de Jong, T., van Joolingen, W.R., 1998. Scientific discovery learning with computers simulations of conceptual domains. Review of Educational Research, 68, pp. 179-202]
  7. De Marsico, M., Sterbini, A., Temperini, M., 2013. A strategy to join adaptive and reputation-based socialcollaborative e-learning, through the Zone of Proximal Development. Int. J. of Dist. Ed. Tech., IJDET, 11(3).
  8. De Marsico, M., Sterbini, A., Temperini, M., 2014. Experimental Evaluation of OpenAnswer, a Bayesian Framework Modeling Peer Assessment. In Proc. 14th IEEE ICALT.
  9. Deterding, S., Khaled, R., Nacke, L., Dixon, D., 2011. Gamification: Toward a Definition, Proc. CHI 2011 Gamification Workshop.
  10. Formisano, A., Omodeo, E.G., Temperini. M., 2000. Goals and benchmarks for automated map reasoning. J. of Symb. Comp., 29/2, pp.259-297, Academic Press.
  11. Formisano, A., Omodeo, E.G., Temperini. M., 2001. Layered map reasoning: An experimental approach put to trial on sets. Electronic Notes in Theor. Comp. Sci., 48, pp. 1-28. Elsevier, Amsterdam.
  12. Hancock, C.L., 1995. Enhancing Mathematics Learning with Open-Ended Questions. The Mathematics Teacher, 88/6. ProQuest SciTech Coll.
  13. Hays, R.T., 2005. The Effectiveness of Instructional Games: a Literature Review and Discussion. Tech.rep. NAWC Training Systems Div., Orlando, FL, USA.
  14. Isabwe, G.M.N., 2013. Enhancing Mathematics Learning Through Peer Assessment Using Mobile Tablet Based Solutions. Doctoral Dissertations at the University of Agder 64. ISBN: 978-82-7117-731-7.
  15. Kebritchi, M., Hirumi, A., Bai, H., 2010. The effects of modern mathematics computer games on mathematics achievement and class motivation, Computers & Education , 55(2), 427-443.
  16. Liang, M., Guerra, J., Marai, G.E., Brusilovsky, P., 2012. Collaborative e-learning through open social student modeling and Progressive Zoom navigation, Proc. 8th Int. Conf. on Collaborative Computing: Networking, Applications and Worksharing, pp. 252-261.
  17. Lindberg, R.T.S., Laine, T.H., 2016. Detecting Play and Learning Styles for Adaptive Educational Games. In Proc. 8th Int. Conf. on Computer Supported Education (CSEDU), Vol. 1, pp. 181-189, ScitePress.
  18. Loh, C.S., 2007. Designing Online Games Assessment as Information Trails. In D. Gibson, C. Aldrich, M. Prensky (eds.) Games and Simulations in Online Learning: Research and Development Frameworks, InfoSci, Hershey.
  19. Macvean, A. and Robertson, J., 2012. iFitQuest. In Proc. 14th Int. Conf. on Human computer interaction with mobile devices and services - MobileHCI'12.
  20. Magerko, B. Heeter, C., Fitzgerald, J., Medler, B., 2008. Intelligent adaptation of digital game-based learning, Proc. Conf. on Future Play: Research, Play, Share.
  21. Metawaa, M., Berkling, K., 2016. Personalizing Game Selection for Mobile Learning - With a View Towards Creating an Off-line Learning Environment for Children. In Proc. 8th Int. Conf. on Computer Supported Education, CSEDU, Vol.2, pp. 306-313.
  22. Morelli, T., Foley, J., Lieberman, L., 2011. Pet-NPunch: Upper Body Tactile / Audio Exergame to Engage Children with Visual Impairments into Physical Activity. In Proc. Graph. Interface, pp. 223-230.
  23. Nebel, S., Schneider, S., Rey, G.D., 2016. From duels to classroom competition: Social competition and learning in educational videogames within different group sizes. Computers in Human Behavior, 55.
  24. Pasin, F., Giroux, H., 2011. The impact of a simulation game on operations management education. Computers & Education, 57, 1240-1254.
  25. Salen, K., Zimmermann, E., 2004. Rules of play: Game design Fundamentals. MIT Press.
  26. Sterbini, A., Temperini, M., 2009. Collaborative Projects and Self Evaluation within a Social Reputation-Based Exercise-Sharing System. In Proc. IEEE/WIC/ACM Int. Joint Conf. on Web Intelligence and Intelligent Agent Technologies, WI-IAT'09, Vol.3, pp.243-246.
  27. Sterbini, A., Temperini, M., 2012. Supporting Assessment of Open Answers in a Didactic Setting. In Proc. IEEE 12th ICALT.
  28. Sterbini, A., Temperini, M., 2013. OpenAnswer, a framework to support teacher's management of open answers through peer assessment. In Proc. 43rd IEEE Frontiers in Education, FIE, pp. 164-170.
  29. Tenorio, T., Bittencourt, I.I., Isotani, S., Pedro, A., Ospina, P., 2016. A gamified peer assessment model for online learning environments in a competitive context. Computers in Human Behavior 64 pp.247-263.
  30. Unity3D accessed 2016.12.19. Unity 3D Manual web site: https://docs.unity3d.com/Manual/UnityManual.html.
  31. Vassileva, J., 2012. Motivating participation in social computing applications: a user modeling perspective, User Modeling and User-Adapted Interaction, 22, 1- 2, pp. 177-201.
  32. Van Eck, R., 2006. Digital game-based learning: It's not just the digital natives who are restless, EDUCAUSE review, 41(2), 16.
  33. Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K., Wright, M., 2006. Computer Gaming and Interactive Simulations for Learning: a MetaAnalysis. J. Educational Computing Research, 34(3).
  34. Vygotskij, L.S., 1981. The development of higher forms of attention in childhood. In: Wertsch, J.V. (ed.) The Concept of Activity in Soviet Psychology. Sharpe.
  35. Wu, W.H., Chiou, W.B., Kao, H.Y., Hu, C.H.A., Huang, S. H., 2012. Re-exploring game-assisted learning research: The perspective of learning theoretical bases, Computers & Education, 59(4), 1153-1161.
Download


Paper Citation


in Harvard Style

Cuoco L., Sterbini A. and Temperini M. (2017). An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning . In Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL, ISBN 978-989-758-239-4, pages 589-596. DOI: 10.5220/0006338305890596


in Bibtex Style

@conference{sgocsl17,
author={Luca Cuoco and Andrea Sterbini and Marco Temperini},
title={An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning},
booktitle={Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL,},
year={2017},
pages={589-596},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006338305890596},
isbn={978-989-758-239-4},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL,
TI - An Adaptive, Competence based, Approach to Serious Games Sequencing in Technology Enhanced Learning
SN - 978-989-758-239-4
AU - Cuoco L.
AU - Sterbini A.
AU - Temperini M.
PY - 2017
SP - 589
EP - 596
DO - 10.5220/0006338305890596