mance skills. Collaborative sessions with autism ex-
perts have been conducted.
First results emphasized the interest in validating
the adaptation elements and rules on the early design
phases. It could be useful to avoid the re-engineering
cost when adaptation rules are invalidated when test-
ing a prototype. Moreover, MDE tools provide some
facilities in order to drive and ease the development of
a basic console-based generator. Models are both ex-
ecutable by the generator, and human-readable when
specified with a tree-based model editor (generated
by EMF from the metamodel specification). It then
offers a support for conducting collaborative design
sessions between computer scientists and domain ex-
perts.
Our very first validation sessions confirmed our
proposition to help domain experts in designing and
validating the required rules to drive the generation
of adapted learning scenarios. Further developments
will focus on integrating the generator output models
(XML file) in our Unity-based game prototype. It will
allow us to propose more accurate validations with
respect to the prototype independence to changes on
the generator. We also highlighted that the dynamical
domain rules, like the generation rules and the map-
ping rules between the difficulty levels and the game
objects involved within a scene resolution, are not ex-
plicit: they are hard-coded in the generator. Because it
can also lead to coding issues, further research works
about specifying such informations have to be under-
taken. We have started tackling this issue by exper-
imenting various MDE techniques: models transfor-
mations, model weaving, validation of models in con-
formance to rules written with the Object Constraint
Language (OCL), etc.
REFERENCES
Callies, S., Sola, N., Beaudry, E., and Basque, J. (2015). An
empirical evaluation of a serious simulation game ar-
chitecture for automatic adaptation. In R. Munkvold &
L. Kolas (eds.), Proceedings of the 9th European Con-
ference on Games Based Learning (ECGBL 2015),
pages 107–116. Reading, UK: Academic Conferences
and Publishing International Limited.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011).
From game design elements to gamefulness: Defining
”gamification”. In Proceedings of the 15th Interna-
tional Academic MindTrek Conference: Envisioning
Future Media Environments, MindTrek ’11, pages 9–
15, New York, NY, USA. ACM.
Ern, A. (2014). The use of gamification and serious games
within interventions for children with autism spectrum
disorder.
Hussaan, A. M. and Sehaba, K. (2016). Consistency Verifi-
cation of Learner Profiles in Adaptive Serious Games,
pages 384–389. Springer International Publishing,
Cham.
Janssens, O., Samyn, K., Van de Walle, R., and Van Hoecke,
S. (2014). Educational virtual game scenario genera-
tion for serious games educational virtual game sce-
nario generation for serious games. In Proceedings
of the IEEE 3rd International Conference on Serious
Games and Applications for Health (SeGAH’14).
Laforcade, P. and Vakhrina, V. (2015). A Domain-Specific
Modeling approach for a simulation-driven valida-
tion of gamified learning environments - Case study
about teaching the mimicry of emotions to children
with autism.
Leaf, R. B. and McEachin, J. (1999). A Work in Progress:
Behavior Management Strategies and a Curriculum
for Intensive Behavioral Treatment of Autism. New
York: DRL Books.
Loiseau, E., Laforcade, P., and Mawas, N. E. (2015). Turn-
ing recurrent uses of e-learning tools into reusable
pedagogical activities - a meta-modeling approach ap-
plied to a moodle case-study. In Proceedings of the
7th International Conference on Computer Supported
Education, pages 64–76.
Lopes, R. and Bidarra, R. (2011). Adaptivity challenges
in games and simulations: A survey. IEEE Transac-
tions on Computational Intelligence and AI in Games,
3(2):85–99.
Mussbacher, G., Amyot, D., Breu, R., Bruel, J.-M., Cheng,
B. H., Collet, P., Combemale, B., France, R., Hel-
dal, R., Hill, J., Kienzle, J., Sch
¨
ottle, M., Steimann,
F., Stikkolorum, D., and Whittle, J. (2014). The
Relevance of Model-Driven Engineering Thirty Years
from Now. In Dingel, J., Schulte, W., Ramos, I.,
Abraho, S., and Insfran, E., editors, Model-Driven En-
gineering Languages and Systems, volume 8767 of
Model-Driven Engineering Languages and Systems,
page 18, Valencia, Spain. Springer International Pub-
lishing Switzerland.
Partington, J. and Analysts, P. B. (2010). The Assessment
of Basic Language and Learning Skills-revised (the
ABLLS-R).
Sehaba, K. and Hussaan, A. (2013). Goals: generator of
adaptive learning scenarios. In International Journal
of Learning Technology, volume 8, pages 224–245.
Sina, S., Rosenfeld, A., and Kraus, S. (2014). Generat-
ing content for scenario-based serious-games using
crowdsourcing. In Proceedings of the Twenty-Eighth
AAAI Conference on Artificial Intelligence, AAAI’14,
pages 522–529. AAAI Press.
Steinberg, D., Budinsky, F., Paternostro, M., and Merks,
E. (2009). EMF: Eclipse Modeling Framework 2.0.
Addison-Wesley Professional, 2nd edition.
Whyte, E. M., Smyth, J. M., and Scherf, K. S. (2015).
Designing serious game interventions for individuals
with autism. Journal of Autism and Developmental
Disorders, 45(12):3820–3831.
Zakari, H. M., Ma, M., and Simmons, D. (2014). A Re-
view of Serious Games for Children with Autism Spec-
trum Disorders (ASD), pages 93–106. Springer Inter-
national Publishing, Cham.
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
77