A Model and Its Tool to Assist the Scenarization
of VR-oriented Pedagogical Activities
Oussema Mahdi
a
, Lahcen Oubahssi
b
, Claudine Piau-Toffolon
c
and Sebastien Iksal
d
LIUM Laboratory, EA 4023, UBL, Le Mans University, 72085, Le Mans, France
Keywords: VRLE, TEL, Pedagogical Activity, Learning Scenario.
Abstract: Human learning has become an emerging discipline for virtual reality. In this context, we are interested in
VRLE (virtual reality learning environments), which aims at putting the learner of a pedagogical situation in
a virtual reality environment. We have found in literature that VRLEs are dependent on a particular field or
context and do not allow teachers to define or adapt their models of scenario to new pedagogical situations
they might imagine. To help teachers in designing and generating VRLE adapted to their needs, our approach
aims at defining a process for the design and production of VRLE that can be instantiated in different
pedagogical situations. Our contributions focus on the definition of a scenario’s model and the development
of an editor allowing the specification of scenarios and pedagogical activities based on VR-oriented
pedagogical objects.
1 INTRODUCTION
Virtual Reality (VR) has become a specific
disciplinary field, providing the user with an
exceptional immersive experience. Virtual
Environment (VE), introduced in 1996 (Fuchs, 1996),
is represented by a 3D model of real or imaginary data
that offers ever more efficient interaction and
immersion options (Cazeaux et al., 2005). These
options have a great interest in e-learning by allowing
the creation of original and dynamic pedagogical
situations, detached from the constraints that may
exist in real training like risk, cost, or uncertainty. It
also brings specific advantages such as the
enhancement of situations and the replay. The
learning environments that use virtual reality
techniques are known as VRLE (Virtual Reality
Environments for Human Learning). But designing
and integrating learning situations into a VLRE is
both complex and costly. Difficulties can be
technical, induced by intrinsic interdisciplinary of
VR, as well as cognitive, which are inherited from the
TELs (Technology Enhanced Learning) (Marion et
al., 2009) (Carpentier and Lourdeaux, 2014). So, the
a
https://orcid.org/0000-0003-2185-3160
b
https://orcid.org/0000-0002-2933-8780
c
https://orcid.org/0000-0002-8911-6995
d
https://orcid.org/0000-0002-3439-5667
model of scenario needs to be planned from the
design of the environment where all possible
situations have to be considered and cannot be easily
adapted to new situations. This constraint does not fit
to the teacher-designer’s practices (Goodyear, 2015)
(Hernández-Leo et al., 2017). The literature
developed on this subject is mainly related to
descriptions of VRLEs. These VRLEs depend on a
particular field or context, and they do not allow
teachers to define or adapt easily their models of
scenario to new pedagogical situations they would
like to imagine. This article presents a research work
to propose solutions for helping teachers to design,
reuse and deploy their pedagogical scenarios in
VRLE. Our objective is to offer technical and
methodological solutions that are reusable i.e. that
can be applied to several environments, whatever the
field or the type of task to be completed. This
objective leads us to wonder about the activity of
design and operationalization of pedagogical
scenarios by the teachers in the target VRLE. In other
words, the following questions must be considered:
1) How do we help teachers to express and formalize
their learning situations not dependent on a virtual
Mahdi, O., Oubahssi, L., Piau-Toffolon, C. and Iksal, S.
A Model and Its Tool to Assist the Scenarization of VR-oriented Pedagogical Activities.
DOI: 10.5220/0007761905110518
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 511-518
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
511
reality-based environment? Once the pedagogical
needs formalized, how do we operationalize/deploy
them in VRLE by respecting the pedagogical
intentions of teachers and limiting the semantic
losses? 2) What architecture should be used to define
services to reuse/adapt existing 3D environments? 3)
How do we ensure the interoperability of different 3D
environments? 4) How do we overcome the limits of
compatibility of technical components?
As teachers' design practices are iterative and
participatory, reflection taking place before, during
and after the implementation of a pedagogical
situation (Bennett et al., 2017), we propose an
iterative and participatory teacher-centered design
approach. This article is structured in four parts: after
the first section, we present a review of the literature
on some critical aspects of VRLE. Then, we present
our approach based on a VRLE design process, which
includes the modeling of pedagogical situations.
Before concluding, we present a first version of a
prototype of an editor, which embeds our model of
scenario to allow teachers to design and adapt their
pedagogical situations.
2 VRLE: A LITERATURE
REVIEW
In this literature review, we have examined some of
the VRLEs in more details and studied the embedded
scenario’s models in these environments, their
architecture, as well as their design and production
models. We describe the strengths and limitations of
these proposals in relation to the research questions
identified in the previous section.
2.1 VRLEs Design and Production
Models
The process of designing and producing a VRLE
must consider the pedagogical requirements of
teachers in order to answer their needs. The usual
approach is to start with technical considerations
before addressing pedagogical issues. For example,
(Trinh et al., 2010) provide models for the knowledge
explanation for virtual agents populating virtual
environments. This knowledge focuses on the
structure and dynamics of the environment as well as
procedures that teams can perform in this
environment. This makes it possible to ensure the
different semantic constraints in VR: Internal
properties of the spatial object; Spatial relationships
between a set of spatial objects; and Semantic of
spatial interactions (for example, before and after the
state of the spatial tasks).
(Chen et al., 2004) propose a theoretical
framework to guide the VRLEs design. This frame is
divided into two subsets. The first is called “macro-
strategy”. It refers to the overall design of the VRLEs
and involves: a) The identification of learning
objectives (skills, knowledge, etc.) and the
relationship between these objectives; b) The
identification of pedagogical scenarios allowing the
learner to acquire the targeted learning; and c) The
identification of the help provided to the learner
(resource information, tools, etc.) to facilitate the
acquisition of targeted learning.
The second subset is called « micro-strategy ». It
refers to the pedagogical scenarios’ adaptation
according to the type of VRLE that one wishes to
design.
(Chen and Teh, 2013) propose some
improvements of the virtual environment pedagogical
design model proposed in (Chen et al., 2004) This
model allows developing and evaluating in a
formative way the simulations on a non-immersive
virtual system. (Ritz, 2015) provides guidelines for
best practices in integrating immersive virtual reality,
especially Cave Automatic Virtual Environment
(CAVE), into teaching. These guidelines will address
a practical need by informing and supporting
educators in adapting instructional, design to
emerging technology. We note that the proposed
models are not easy to achieve for non-computer
trainers. Also, they don’t allow them to follow the
design process of their own VRLEs. The limitations
of these proposals are related to the difficulty of
implementing their design models and the absence of
inadequacy of defining adaptable and reusable
models by non-computer teachers in different
contexts in order to optimize the design and
production of a VRLE (Marion et al., 2009).
2.2 First Section
Many studies in the field of VRLEs have addressed
the issue of modelling pedagogical situations in
virtual environments. (Marion et al., 2009) propose a
learning scenario model POSEIDON able to integrate
VRLE in the learning process. The authors use a
meta-model that provides an abstract representation
of virtual environments both generic and machine-
readable. POSEIDON objective is to design VR-
oriented pedagogical activities. It describes all the
components of a pedagogical scenario including
activities in a virtual environment. To describe these
activities, each POSEIDON scenario is based on an
CSEDU 2019 - 11th International Conference on Computer Supported Education
512
explicit business model that is independent of the
learning environment. This model describes both the
characteristics of the virtual environment (entities,
activities, etc.) and the concepts used in learning. The
approach is based on meta-modelling to provide
generic modelling, regardless of the nature or domain
of VRLEs, by using MASCARET (Buche et al.,
2004). MASCARET is a virtual environment meta-
model that provides an abstract representation of the
structure and the domain of environments that allow
the description of pedagogical activities. It uses
different levels of modelling for respectively
describing the concepts of an environment, its
dynamics and the activities that can be implemented
in it. It was also used to ensure the generic side of the
POSVET (Fahim et al., 2016) pedagogical scenario
model, which allows reusing pedagogical scenarios
on different platforms. The main advantage of
POSVET is to allow the adaptation of educational
activities and to offer to learners a control on their
learning. This work aims at adapting the educational
scenario to the learners’ needs but doesn’t offer
solutions for assisting the teachers in their design
process.
(Chen et al., 2004) propose a theoretical
framework which identify four principles of
pedagogical scenarios realizations: The conceptual
principle that guides the learner towards the
information he must consider; The principle of
metacognition that guide the learning process; The
procedural principle that indicates how to use the
information available in the VRLEs; The "strategic"
principle that allows the learner to analyse the
learning task or problem to be solved.
According to (Le Corre et al., 2014) an
educational scenario in the VRLEs allows to organize
the training for a pedagogical purpose, however the
scenario is designed for any learner without
considering individualities, which can slow learning.
These authors (Le Corre et al., 2014) identified the
weaknesses of the Intelligent Tutorial System (ITS)
PEGASE for virtual reality learning environments
(Buche et al., 2010) and identified its lack of
connection with the pedagogical scenario, its lack of
modularity and its lack of individualization. To fill
these weaknesses, they proposed an ITS called
CHRYSAOR based on POSEIDON. This new
proposal allows defining an educational scenario as
an example of an environment based on the
environment knowledge representing the domain
model, totally expressed in MASCARET, contrary to
POSEIDON.
(Carpentier and Lourdeaux, 2014) and (Trinh et
al., 2010) propose models based on a centralized and
indirect control of an emerging simulation based on a
learning scenario content model. This model is based
on an environment populated by autonomous virtual
characters and the user is free to act as he wishes. The
learning scenario design is carried out in two steps:
the dynamic objectives are determined from the user's
activity, then a learning scenario is generated by these
objectives and implemented through simulation
adjustments.
Based on These studies, we identified that the
model of scenario must not be planned since the
design of the environment where all possible
situations must have been considered. Previous works
on teacher’s design‘s practices pointed out the limits
of the frameworks proposed in the studies we
examined. In this research work, we aim at proposing
solutions to: Help and support teachers to produce
VRLE adapted to their needs; Help teachers to design,
reuse and deploy their virtual reality oriented
pedagogical scenarios.
2.3 Functional and Technical
Architecture for Producing VRLE
Among the studies that addressed the question of the
functional and technical architecture of VRLE, we
have identified those of (Lanquepin et al., 2013),
which propose a platform called HUMANS (Human
Models based Artificial eNvironments Software).
This platform offers a generic framework designed to
produce personalized virtual environments. It allows
modelling mainly the human system via the virtual
human "AVATAR" which makes it difficult to adapt
it to other environments or pedagogical situations.
The objective of this project is to set up generic and
independent scenario systems, able to create
environments that can be adapted to different
situations in a virtual environment. HUMANS offers
an adaptive scenario approach via its SELDON
module. The SEDLON model is extrinsic, which
means that the scenario is considered as an additional
step in the framing of an existing virtual environment,
and not as an integral part of the design process for
that environment.
The GVT (Generic Virtual Training) project
(Gerbaud et al., 2008) aims at developing a platform
for producing pedagogical activities such as
maintenance procedures. This platform is based on
visual metaphors. This concept is important because
it focuses on interactions with objects using a menu
of icons representing the possible interactions
between the object and the user. The generation of
scenarios describing the sequence of these activities
in a well-defined order is a complicated task in GVT.
A Model and Its Tool to Assist the Scenarization of VR-oriented Pedagogical Activities
513
For this reason, (Mollet and Arnaldi, 2006) used the
LORA language. This language allows the creation
and edition of scenarios. Each scenario is composed
of steps representing the actions and the links
between them (transitions). GVT distinguishes
between the activity scenario that describes the
procedures to be performed in the environment, and
the pedagogical scenario, which promotes the
reusability of existing scenarios. A limitation of GVT
is that, owing to the industrial context in which the
project is located, it can only be used to learn
procedures (Marion et al., 2009) that are difficult to
adapt for other contexts.
The analysis of these functional and technical
architectures for producing a VRLE has revealed that
they have been developed for specific domains, they
do not address the problems of design (adaptation or
reuse) and operationalization of scenario models
directly by teachers according to their pedagogical
situations.
3 PROPOSAL FOR AN RV
ORIENTED DESIGN PROCESS
In order to help teachers in producing or generating a
VRLE, we propose a methodological solution based
on a design process (Oubahssi et al., 2018) that
includes several steps from the definition of the
learning situation to its operationalization. This
iterative and user-centered process was defined from
existing ones in TEL, and adapted to the specificity
of VRLE (Abedmouleh et al., 2012) (Choquet and
Iksal, 2007) (Oubahssi et al., 2004). In a first step,
teachers express their pedagogical needs. Then they
are led to formalize them according to their learning
situations. The second step of the process consists in
identifying and adapting the 3D environment in
which the formalized scenario and the necessary VR
tools will be instantiated. This is a service that allows
the reuse and adaptation of existing 3D environments
to make them compatible with the situations desired
by the teacher. The third step of the process is to
operationalize scenarios on one or more 3D
environments. The fourth step is dedicated to
simulate and test the generated VRLE. Preceded by a
learning step, the process uses a phase of adaptation
of situations modelled according to the results
obtained. It should be noted that the literature review
allowed us to highlight two observations: on the one
hand, the need for a model of scenario specific to VR-
oriented scenarios, on the other hand, a tool able to
provide the necessary elements for modelling such
pedagogical situations.
As part of this research work, we propose two
contributions for the design phase of the process, a
model and a prototype of an editor of virtual reality
oriented pedagogical scenarios.
4 VR-ORIENTED
PEDAGOGICAL SCENARIO
MODEL
According to (Henri et al., 2007), instructional design
consists in specifying and modelling pedagogical
situations. It is "above all a work of conception of
content, organization of resources, planning of the
activity and mediations to induce and accompany
learning, and orchestration" taking into account the
pedagogical approach followed. According to this
definition, a pedagogical scenario involves the
concepts of roles, resources, activities and
orchestration. It generally describes the pedagogical
objectives in terms of the knowledge or skills that
learners must acquire, the prerequisites that describe
the knowledge or skills that learners must have, the
activities and their sequence, the roles of users
involved in the activities, the tools and resources
needed to carry them out. It is a question of
organizing and structuring the learner's activity,
defining the role of each of the training actors and the
relationship with the tools and resources used. Many
definitions, often associated with the concept of
scenario in its different variations and specifications,
have been proposed in the literature (Pernin and
Lejeune, 2004) (Charlier et al., 2002) (Lefevre, 2009)
(Paquette and Leonard, 2014). Although the
pedagogical scenario makes it possible to structure
the learning context and organize it in the virtual
environment and over time, the pedagogical activity
and the pedagogical object are essential. The first
defines the precise modalities of acquisition,
validation and communication of one or more
knowledge and the second allows these activities to
be carried out (Pernin, 2003). Before presenting our
model of scenario, we will first detail these two
concepts, which are the basis of our model.
4.1 VR-oriented Pedagogical Activity
In the field of VRLE, the pedagogical situation is
considered as a composition of activities realized by
a set of actors in a particular environment. (Marion et
al., 2009) define a virtual reality oriented pedagogical
CSEDU 2019 - 11th International Conference on Computer Supported Education
514
activity as the task to be performed by the learner in
the virtual environment (what), described by the
teacher. To that description, the teacher may add
pedagogical information in order to instrument this
task for a specific pedagogical purpose (how)
(Marion et al., 2009). The VRLE is characterized
(notably by (Roussou, 2004)) by two inseparable
elements: immersion in a virtual world and
interaction with modelled 3D objects (pedagogical
objects, avatars). The process of activities is
described in a hierarchical form. In our model (Figure
1), activities can be organized sequentially or in
parallel, and be subject to certain conditions,
depending on the outputs of previous activities
(Barot, 2014). Each activity is characterized by a set
of prerequisites and pedagogical objectives, which
the teacher wants to achieve. Each activity can be
divided into a sequence of actions to ensure the
learner's interaction using different resources to allow
immersion and promote learning. The higher the level
of interaction with the system, the better the learning
is (Frejus and Drouin, 1996). The actions can be
divided into some basic behaviours named Virtual
Behavioural Primitives (VBP). VBPs can be grouped
into four categories (Fuchs et al., 2006)
(Schlemminger et al., 2013): 1) Observe the virtual
world; 2) Navigate in the virtual world; 3) Manipulate
object in the virtual world (allows intercepting actions
on objects in the environment in the form of
manipulation); and 4) Communicate with others users
or with the application (avatar).
Figure 1: VR-Oriented pedagogical activity model.
4.2 VR-oriented Pedagogical Object
In some research works, a pedagogical object is
presented with either the term pedagogical
resource or learning object (LO) (Pernin, 2003).
Specifically, the IEEE-LTSC (Learning Technology
Standards Committee) working group proposes the
following definition: “A learning object is defined as
any digital or non-digital entity that can be used,
reused or referenced during learning activities...
(Learning Objects Metadata Working Group, 2001).
The pedagogical object is considered as a set of
information gathered to attain a learning objective.
Typically, it is designed by the teacher and can take
various forms (Pernin, 2003). For our approach, we
are interested in the notion of virtual reality oriented
pedagogical object. A VR-oriented pedagogical
object is presented in the form of a raw object with
educational and technical properties. A raw object,
also called 3D object or graphic object, is a
knowledge acquisition entity. Properties are used to
store values associated with these objects. Some
technical properties are common to all objects (such
as those that govern the position, shape or color of
objects), while others are specific to the object or the
learning domain. For example, a H2O solution can be
used as a pedagogical object. It has educational
properties such as concentration, volume and
vaporization temperature.
As part of our research work, we aim to define a
platform based on the concept of virtual pedagogical
objects. This environment includes rules that describe
the dynamic behaviour of raw objects and their
educational properties. These rules define the value of
the object's properties according to actions taken on
the object or on the environment. For example, a cube
(raw object) should have the technical properties
weight as well as position and if it is released, it
will fall and become deformed. It can be associated
with educational properties related to gravitation to be
used in a pedagogical context such as a physics
course. The objective of this platform of VR-oriented
pedagogical objects is to ensure their reuse in various
situations regardless of the learning context.
4.3 VR-oriented Pedagogical Scenario
Model
The pedagogical scenario model we proposed has
been designed from the theoretical analysis of the
different existing scenario models in the fields of TEL
and VRLE, and the design of three examples of
different pedagogical situations. Our proposal is
illustrated with an example in section 4.4. One of our
objectives is to develop a VR-oriented pedagogical
scenario editor that embeds our model allowing
teachers to easily design and adapt their situations (in
scenario form) and generate their own VRLE.
A Model and Its Tool to Assist the Scenarization of VR-oriented Pedagogical Activities
515
According to (Marion et al., 2009), a VR-oriented
pedagogical scenario, describes the organization of
activities in a virtual environment, the pedagogical
goals associated with them - in terms of knowledge or
skills -, the prerequisites, the roles of different actors
in the educational situation - whether they are
teachers or learners - and the tools and resources that
are necessary to realize these virtual activities (virtual
objects (raw or pedagogical)). The entities composing
our proposed VR-oriented pedagogical scenario
model are illustrated in figure 2. Our model was
designed using the different concepts necessary to
describe a pedagogical activity in a virtual
environment.
Among the specificities of our proposal, we note
the tools of interaction (VR tools), the types of
interactions (Virtual Behavioural Primitives: VBP)
and the concept of a VR-oriented pedagogical object.
Our proposal is an enhancement of existing models
by a refined description of activities (using the VBP
concept) where learners interact with a device in
order to take into account the specificities induced by
the execution of activities in a virtual environment.
Our approach aims at creating a model that links the
description of the pedagogical activity to the learner's
activity in the virtual environment. The scenario
model must keep its generic and flexible character in
order to be able to be adapted to different contexts for
scenario realization without the need to modify its
description.
Figure 2: VR-oriented pedagogical scenario model.
4.4 Illustrate of the Proposed Model:
Example
To elaborate our scenario model, we designed three
different pedagogical situations. The first
pedagogical situation studied is defined for a physics
teacher who wants to explore the notion of gravitation
and makes the learner understand that the nature of
movement depends on the chosen reference frame.
The second pedagogical situation concerns animal
experimentation (small mammal model) for a biology
teacher. The objective is to offer students an
alternative method based on virtual reality to learn the
correct actions while respecting the rules of ethics
(3R Rule). The third pedagogical situation concerns a
pedagogical activity of "Realization of a volumetric
dosage" for a chemistry teaching. The pedagogical
objective of this situation is "the control of the steps
necessary for the protocol design to determine the
concentration of an unknown solution by volumetric
dosage". We illustrate our proposal with this last
situation. This work is based on the co-design process
presented in section 3 in which the different teachers
participate in the design of the different models of
pedagogical situations through an iterative, user-
centered approach. In order, to facilitate
understanding of the proposal, we will imagine we are
in the following situation: the teacher identified
pedagogical activities that correspond to the
pedagogical objectives. The learner must first choose
the reactants necessary to make the dosage and adjust
the concentration and volumes of solutions. Then,
he/she chooses the material necessary to make the
dosage as well as the individual protective equipment.
The last pedagogical activity is the realization of the
dosage. The first pedagogical activity "Choosing the
appropriate reactants" is illustrated in Table 1.
Table 1: Illustration of the pedagogical activity “Choosing
the appropriate reactants”.
Pedagogical
situation
Realization of a volumetric dosage
Environment
Virtual Chemistry Laboratory
Pedagogical
Activity
Choosing the appropriate reactants
Actions (VBP)
Observe the reactants
Put the pedagogical object
"Reactant NaOH" on the cart
Put the pedagogical object
"Reactant H2O" on the cart
5 A PROTOTYPE OF
SCENARIO’S EDITOR
Once we place the concept in an interactive context,
the instructional pedagogical consists not only in
"modeling a scenario", but also in "setting up the
mechanisms" necessary for the realization of this
CSEDU 2019 - 11th International Conference on Computer Supported Education
516
scenario (Barot, 2014). Hence, we have developed a
prototype of a scenario editor that facilitates the
creation of new pedagogical scenarios. The objective
is to allow the creation and adaptation of the different
components of a pedagogical scenario, in particular
the learning environments, pedagogical activities and
their organization. The figure 3 illustrates the main
interface of our editor. First, the teacher starts by
creating a new scenario project. Then, he chooses a
virtual environment adapted to his pedagogical
situation. We note that the adaptation of virtual
environments and virtual learning objects will be
realized on the virtual pedagogical object’s platform.
The main objective of this platform is to propose an
environment composed of rules that describe the
dynamic behavior of raw objects as well as their
pedagogical properties. Having chosen an
environment, the teacher has the possibility to choose
between two types of views (2D or 3D). In the
following steps, objects are selected from the
inventory and placed in the chosen environment.
Figure 3: Definition of the RV actions to be realized in
pedagogical activity.
6 CONCLUSIONS
We presented in this paper our work under progress,
which focuses on the problem of designing and
producing pedagogical situations in VRLE. Based on
the research questions we have formulated above, we
found that in the various existing works: the proposed
VRLE or architecture model depend on a particular
field and context or was not complete enough to assist
the teacher in describing, adapting or reusing a
pedagogical scenario. Our approach aims at
proposing both technical and methodological
solutions to help teachers in their VRLE design
activity. Firstly, we developed a process for designing
and producing a VRLE. In this paper we are
interested in the first part of this process dedicated to
the design of RV-oriented pedagogical situations. We
first sought to provide solutions to structure
pedagogical situations in the form of reusable
scenario models. During this step, we worked in
partnership with pedagogical teams. We modelled the
pedagogical activities and objects described in the
pedagogical situation and proposed a scenario model
and a first version of a prototype of an author tool.
Secondly, we would like to offer experimental tools
and services with functionalities that allow the
integration, reuse and adaptation of virtual reality
oriented pedagogical scenario models in the new
VRLEs. Our current work concerns the development
of additional functionalities for our editor in order to
facilitate the design task of teachers and allow them
to reuse and adapt existing situations. Tests and
experiments are to come in order to test the model and
editor-prototype in various situations and show the
generic character of our approach.
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