2,183 research outputs found

    A Domain-Specific Modeling approach for a simulation-driven validation of gamified learning environments Case study about teaching the mimicry of emotions to children with autism

    Get PDF
    Game elements are rarely explicit when designing serious games or gamified learning activities. We think that the overall design, including instructional design aspects and gamification elements, should be validate by involved experts in the earlier stage of the general design & develop process. We tackle this challenge by proposing a Domain-specific Modeling orientation to our proposals: a metamodeling formalism to capture the gamified instructional design model, and a specific validation process involving domain experts. The validation includes a static verification , by using this formalism to model concrete learning sessions based on concrete informations from real situations described by experts, and a dynamic verification, by developing a simplified simulator for 'execut-ing' the learning sessions scenarios with experts. This propositions are part of the EmoTED research project about a learning application, the mimicry of emotions, for children with ASD. It aims at reinforce face-to-face teaching sessions with therapists by training sessions at home with the supervision of the children's parents. This case-study will ground our proposals and their experimentations

    MeCo: a digital card game to enhance metacognitive awareness

    Get PDF
    \u3cp\u3eA key concept within 21st-century skills is knowing how to acquire new knowledge and skills. Metacognition is the knowledge a person has of their own learning combined with the skills to apply that knowledge to enable more efficient and effective learning. Game-based learning can stimulate motivation as well as learning, but while various reviews have pointed out the opportunity for digital games to promote metacognition, little is known about how games can be designed to accomplish this. If we want learners to become better at learning with games, we need to investigate how metacognition can be supported and trained through game-based learning. Previous research has identified generic principles for designing metacognitive training, while only a few principles specific to game-based learning have been suggested. We designed the mobile game MeCo based on these design principles. MeCo was inspired by the mobile game Reigns and replicates its mechanic of exploring a dynamically branching story through choice-making by swiping cards left or right. However, in MeCo the objective is to learn as much as possible about different planets and their inhabitants, by planning, performing, and evaluating space exploration missions. Two metacognitive interventions were added to promote the transfer of metacognition to real-world learning situations: metacognitive question prompts and metacognitive feedback. A preliminary evaluation of the game was conducted using questionnaires and focus groups. Players found the game motivating enough to engage with the story and to be willing to play the game in their free time. Furthermore, they found that their in-game choices mattered, although more linear parts were preferred over more dynamically branching parts of the game. However, the humour in the narrative interfered with the more serious nature of metacognitive questions, resulting in players not taking the questions seriously enough to have an impact on metacognitive awareness. The implications for designing motivating digital games to enhance metacognition are discussed.\u3c/p\u3

    The Art of Serious Game Design: A Framework and Methodology

    Get PDF
    Serious games developed for learning have gained popularity due to their promise for better learning outcomes. However, designing these games can be costly, take a long time, and may not lead to the desired outcomes if an adequate design process is not followed. Especially critical in this process is the creation of an effective game concept. Based on our experience in serious game development and the research gap we identified from the relevant literature, we developed the Art of Serious Game Design (ASGD) framework and methodology to aid developers in the concept- development stage of the serious game design process to address the needs of multidisciplinary teams through a practical step-by-step methodology. The ASGD methodology offers good potential in helping multidisciplinary serious game design teams improve the design process and, ultimately, the outcomes of serious games. We evaluated ASGD through a mixed-method approach and found that multidisciplinary game design teams perceived its positive effects in efficiency, structure and flow, usability, and team support. The actual prototype design process reflected these perceptions as well. ASGD was applied in practice to lead the design of a serious game during concept development, which produced a structured and detailed game concept with well-integrated learning outcomes in a timely manner. We conclude that the ASGD framework and methodology constitute a valuable tool for multidisciplinary teams working on the development of a serious game concept because of its ability to enhance brainstorming (through iteration) and streamline communication between team members

    How Simulation can Illuminate Pedagogical and System Design Issues in Dynamic Open Ended Learning Environments

    Get PDF
    A Dynamic Open-Ended Learning Environment (DOELE) is a collection of learners and learning objects (LOs) that could be constantly changing. In DOELEs, learners need the support of Advanced Learning Technology (ALT), but most ALT is not designed to run in such environments. An architecture for designing advanced learning technology that is compatible with DOELEs is the ecological approach (EA). This thesis looks at how to test and develop ALT based on the EA, and argues that this process would benefit from the use of simulation. The essential components of an EA-based simulation are: simulated learners, simulated LOs, and their simulated interactions. In this thesis the value of simulation is demonstrated with two experiments. The first experiment focuses on the pedagogical issue of peer impact, how learning is impacted by the performance of peers. By systematically varying the number and type of learners and LOs in a DOELE, the simulation uncovers behaviours that would otherwise go unseen. The second experiment shows how to validate and tune a new instructional planner built on the EA, the Collaborative Filtering based on Learning Sequences planner (CFLS). When the CFLS planner is configured appropriately, simulated learners achieve higher performance measurements that those learners using the baseline planners. Simulation results lead to predictions that ultimately need to be proven in the real world, but even without real world validation such predictions can be useful to researchers to inform the ALT system design process. This thesis work shows that it is not necessary to model all the details of the real world to come to a better understanding of a pedagogical issue such as peer impact. And, simulation allowed for the design of the first known instructional planner to be based on usage data, the CFLS planner. The use of simulation for the design of EA-based systems opens new possibilities for instructional planning without knowledge engineering. Such systems can find niche learning paths that may have never been thought of by a human designer. By exploring pedagogical and ALT system design issues for DOELEs, this thesis shows that simulation is a valuable addition to the toolkit for ALT researchers

    Designing a Virtual Embedded Scenario-Based Military Simulation Training Program using Educational and Design Instructional Strategies

    Get PDF
    The purpose of this dissertation in practice was to develop and implement a new training program for designers of military intelligence simulation scenarios used to train soldiers. The use of education and design instructional strategies assisted in the ability for designers to gain mastery skills in creating realistic, high-fidelity scenarios that are applied in the training process. The use of simulation scenarios to train adult learners has increased significantly with improvements in technology and its fidelity to engage learners in a realistic way. Despite these advances, the lack of effective design, implementation and analysis of military simulation training programs in the military intelligence community has led to a decrease in simulation utilization, as in the case of the organization examined in this problem of practice. The current training program\u27s increasing difficulties with consistent use by military intelligence simulation scenario designers were discovered in the results of a gap analysis conducted in 2014, prompting this design. This simulation design aimed to examine: (1) a research-based design methodology to match training requirements for the designers, (2) formative assessment of performance and (3) a research-based evaluation framework to determine the effectiveness of the new training program. For the organization\u27s training program, a Simulation-Based Embedded Training (SBET) solution using scenarios was conceived based on research grounded in cognitive theory and instructional design considerations for simulations. As a structured framework for how to design and implement an effective and sustained training program, the educational instructional design model, ADDIE, was used. This model allowed for continual flexibility in each phase to evaluate and implement changes iteratively. The instructional model and its techniques were used with fidelity, specifically for training the designers of the simulation system. Industries will continue to increase the use of simulation as advances in technologies offer more realistic, safe, and complex training environments. A detailed strategy was provided specific to the organization using a research-based instructional approach integrated into program requirements set forth by the government. This proposed solution, supported by research in the application of instructional strategies, is specific to this organization; however, the training program design differs from other high-fidelity military simulator training programs through its use of dispersed training to the simulation scenario designers using realistic scenarios to mimic the tasks that the designers themselves must create. The difference in the solution in this dissertation in practice is: 1) that the simulation scenarios are designed without the help of subject matter experts by using the embedded instructional strategies and 2) the design is to the fidelity of realism required for military intelligence training exercises

    Accommodating the Needs of Field Dependent Learners in Simulation Gaming Environments

    Get PDF
    The field dependency and independency cognitive style affects the academic performance of students. It has been generally accepted that the needs of field dependent students could be accommodated in learning environments. The purpose of this study was to examine the effects of two instructional support features (model transparency and feedback) on the performance of field dependent and field independent students in a Web-based simulation environment. In this study, there were two treatment groups. One group, consisting of 14 participants, received a black-box simulation (no model transparency) with no feedback (black-box + no feedback), and another group, consisting of 8 participants, received a glass-box simulation (with model transparency) with feedback feature (glass-box + feedback). The model transparency was provided in text-only format. The feedback was diagnostic and immediate. To assess the participants’ cognitive style, the Group Embedded Figures Test (GEFT) was implemented. The participants’ achievements were evaluated with a performance assessment method that showed the near-transfer skills. The results of this study revealed that the simulation performance was similar for both the participants interacting with the glass-box simulation with feedback feature and the participants interacting with the black-box simulation with no feedback feature. There was no statistically significant correlation between participants’ degree of field independency (GEFT scores) and their simulation performance. Finally, there was no interaction between the treatments and the cognitive style of participants. Significant performance differences were reported in the literature for field dependent and field independent students in learning environments. The results of this study were contradictory to the literature review. Directions for future research are discussed
    • …
    corecore