2011年3月28日 星期一

2011/3/29 Paper閱讀摘錄


Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

「集成和部署教育遊戲在網上學習環境:學習對象模型滿足教育遊戲」
Conclusions
So far, the research community broadly accepts the potential benefits of educational videogames, even when such benefits have not been properly and empirically demonstrated yet. However, the actual application of educational videogames is limited due to a number of factors, including the difficulty of integrating the games into ongoing educational processes (McFarlane et al. 2002; Kirriemur and McFarlane 2004). Our proposal is to take advantage of  the current LMS infrastructure and  their instructor-oriented content deployment tools, following the Learning Objects Model supported by standards and specifications. 

結論
到目前為止,研究界廣泛接受的教育視頻遊戲可能帶來的好處,即使這種利益沒有得到很好的展示經驗呢。然而,實際應用的教育視頻遊戲有限的,由於數字因素,包括遊戲難度整合納入正在進行的教育過程麥克法蘭等。2002年; Kirriemur麥克法蘭2004年)。我們的建議是要充分利用當前的LMS基礎設施及其教練為導向的內容部署工具,下面的學習對象模型支持的標準和規格。


As the case study proves, using the <e-Adventure> platform for the creation of educational point-and-click adventure games packaged as IMS-CP Learning Objects instructors can successfully deploy the games in several of the LMS with more extended use. The packaging effort is very low (just select the appropriate option on the <e-Adventure> editor) and the deployment is straightforward using the content importation facilities of most LMS. Therefore the games can be easily delivered to the students without requiring additional installation and deployment efforts as it was the case in some of the examples mentioned in the related work section. 

為個案研究證明,使用<e-Adventure>平台,創造教育指向和點擊冒險遊戲打包為 IMS的CP的學習對象的教師可以遊戲中成功部署了LMS長時間使用包裝的努力是非常低(只需選擇適當的選項<e-Adventure>編輯器)和部署直接使用進口設備的內容大部分的LMS因此,遊戲可以很容易地傳遞給學生,而無需額外的安裝和部署工作,因為它是這樣一些例子中提到的相關的工作部分。

Additionally, in some environments it is possible to use the communication between the LMS and the game engine to produce an automatic evaluation of the activity within the game and attach it to the profile of the student. However the results of the case study suggest that the compatibility degree with ADL SCORM must be taken into account when considering this approach. Most  systems offer different degrees of compatibility with this reference model, although most systems only comply with SCORM 1.2. In terms of tracking and assessment, this means that the LMS can gather data submitted from the games, but cannot use it to affect sequencing decisions. In contrast, the environments that use the proprietary communication protocol or SCORM 2004 can get more value from this information. 

此外,在某些環境中可以使用的LMS之間的交流和遊戲引擎,自動產生的活性評價在遊戲中,並將它附加到配置文件中學生。然而,個案研究結果表明, ADL的SCORM標準的兼容度,必須考慮到在考慮這種做法。大多數系統提供不同程度的兼容性與此參考模型,雖然大多數系統只有符合SCORM的1.2。條款的跟踪和評估,這意味著 LMS能夠收集數據提交的遊戲,但不能用它來影響測序的決定。相反,環境,使用專用通信協議或SCORM2004可以得到更多的價值,從這一信息。

In addition, the approach also facilitates the  integration of the games with other LOs containing web-based content (using the deployment tools of LMS or standards-compliant content authoring tools like the Reload Editor). This could be used to create mixed courses (combining games and  other content) which has an important application potential, for instance to provide alternative paths to students that would not benefit from a pure game-based learning approach (Torrente et al. 2008a). However, an  interesting alternative not explored in this study is how to connect diverse games in the same course, in a manner that the results of a game could affect the behaviour of the next one, thus supporting the creation of complex courses as game-based trees. A priori, such connection between games could be achieved acting the LMS as intermediary by using the assessment engine and the adaptation mechanism described in (Moreno-Ger et al. 2007). Nonetheless this has not been empirically tested yet and further research should be conducted.

此外,該方法也有利於整合當地辦事處的遊戲含有與其他基於 Web的內容使用部署工具的LMS或標準規範的內容創作工具,如重新載入編輯器)。這可以被用來創建混合課程(結合遊戲及其他內容),其中有一個重要的應用潛力,比如提供可供選擇的道路的學生,將不利於從一個單純的遊戲式學習方法(Torrente等。2008a)。然而,一個有趣的選擇不是本研究探討如何連接不同的遊戲中的同一課程,在,結果可能影響一個遊戲行為的影響下一個,從而支持對複雜的創作課程,以遊戲為本樹木。先驗的,這種遊戲之間的連接可以實現中介代理的LMS通過評估引擎和適應機制上文(莫雷諾德國2007)。然而沒有得到實證檢驗,並應進行進一步的研究

The proposed approach does not force educational institutions to install any specific software, as it takes advantage of the existing LMS infrastructure. In addition, this approach promotes  reusability of contents, protecting the investment against possible LMS replacements. On the other hand, the educational videogames produced can be stored in public LO repositories to promote the exchange of contents. We are thus inheriting all the benefits of the LO model.

我們提出的方法不會強制教育機構安裝任何特定的軟件,因為它充分利用了現有的LMS基礎設施。此外,這種方法促進內容的可重用性,保護投資對可能的LMS的替代品。另一方面,教育視頻遊戲製作可以存儲在公共LO,以促進交流內容。因此,我們繼承的所有好處LO模型。

Next steps in the project are to test the educational outcome of using games and simulations in an actual University course. We are currently collaborating with researchers from the Complutense School of Medicine to create educational games to support the practical exercises performed by the first and second year students. The games will be delivered to the students through the Complutense’s e-Learning environment (Vrtual Campus), integrated with the rest of the online content that supports the corresponding subjects.

下一個步驟,測試項目有成果的教育以遊戲和模擬在實際的大學課程目前,我們正在研究人員合作,孔普盧頓醫學院創建教育遊戲的實際演練,以支持執行的第一,二年級的學生。遊戲將提供給學生通過孔普盧頓的電子學習環境(Vrtual校區),結合其他數位內容,支持相應的科目。

2011/3/28 Paper閱讀摘錄


Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

「集成和部署教育遊戲在網上學習環境:學習對象模型滿足教育遊戲」

Production of educational videogames as Learning Objects: the <e-Adventure> platform
The <e-Adventure> platform is an environment for the development of educational  point-and-click adventure videogames that addresses the technical and distribution issues described previously, covering both the development (and maintenance) of the games and their execution (Moreno-Ger et al. 2008a). As stated previously, we propose to develop educational videogames as web content in order to facilitate the delivery of the games to the students through online LMS. To facilitate this  process, the <e-Adventure> platform was developed using  Java technologies, which were designed bearing in mind their application in web environments.

生產電子遊戲作為學習教育的對象:<e-Adventure>平台
<e-Adventure>平台是環境教育的發展和點擊冒險視頻遊戲,解決的技術和分配問題如前所述,涵蓋了經濟發展(維護)遊戲,其執行莫雷諾德國等。2008a)。如前所述,我們建議制定教育電子遊戲作為 Web內容,以方便提供的遊戲給學生通過網上的LMS為了促進這一進程,<e-Adventure>平台是用Java開發的技術,其目的銘記他們的應用程序在網絡環境中。


In order to reduce the technical requirements of the games and retain both student interest and educational value, the genre of point-and-click adventure games was chosen. The low technical complexity of these games does not imply an excessive reduction in the advantages of using videogames in education, as the genre supports all the features that are relevant from an educational point of view and still manages to provide  a fun approach to learning  (Ju and Wagner 1997; Van Eck 2007). Besides, narration is a key aspect of adventure games, which can be used effectively from an instructional point of view (Dickey 2006).

為了降低技術要求的遊戲,同時保留學生的興趣和教育價值,但這種類型和點擊冒險遊戲被選中技術的複雜性,這些遊戲並不意味著減少過度使用視頻遊戲的優點,教育,支持所有的流派相關的功能從教育的角度來看,仍然設法提供一個輕鬆有趣的方式學習(和瓦格納1997;凡埃克2007年)。此外,敘事是一個關鍵環節冒險遊戲,它可以有效地用於從教學的角度來看迪基2006年)。

Development of <e-Adventure> games as Learning Objects
However, as previously mentioned, the creation of web-deliverable learning objects is just one half of the problem. Game-based content is complex and expensive to produce, and this increases the need of interoperability between different learning platforms. For this reason, <e-Adventure> games  can be exported as self-contained Learning Objects (LO) following the IMS Content Packaging specification (IMS Global Consortium 2004). The process is straightforward: instructors use the <e-Adventure> editor to create and modify the game and then the editor offers the possibility of exporting the executable game as a LO.

發展<e-Adventure>遊戲,學習對象
然而,正如前面提到的,創造網絡交付的學習對象僅僅是一半的問題。遊戲內容是複雜的和昂貴的生產,這就增加了需要不同的學習平台之間的互操作性出於這個原因<e-Adventure>遊戲可以被導出為獨立的學習對象(LO)以下的IMS內容包裝規範(IMS全球聯盟2004年)。這個過程很簡單:教師使用<e-Adventure>編輯器來創建和修改遊戲,然後在編輯器提供了可能性出口可執行遊戲LO


Additionally, following the notion of active LOs that  exchange information with  the LMS for tracking and assessment purposes, <e-Adventure> games can communicate at runtime with the LMS host. Whenever an <e-Adventure> game is launched, the game engine tests if it is possible to communicate with the host LMS (Martinez-Ortiz et al. 2006). If the test is successful, the game engine periodically communicates with the LMS notifying any value update of a ser of educational properties defined during the creation of  the game by the instructor. If no communication link can be established, the engine works in a disconnected mode. 

此外,隨著觀念活躍當地辦事處信息交流 LMS算法的跟踪和評估目的<e-Adventure>遊戲在運行時可以溝通 LMS的主機。每當<e-Adventure>遊戲推出時,遊戲引擎的測試,如果有可能與主機通信的LMS馬丁內茲-奧爾蒂斯等人2006年)。如果測試成功,定期溝通遊戲引擎的LMS通知任何值更新的教育屬性定義在創建的遊戲由導師如果沒有可以建立通信鏈路,發動機工作在斷開連接的模式。

<e-Adventure> games support two protocols for the communication with the LMS host. The first approach is to use the IEEE ECMAScript API for Content to Runtime Services Communication (Richards 2004). If this protocol is not supported by the LMS, the engine also tries to establish a link using an ad hoc protocol developed as part of the <e-Adventure> platform. The standardized approach uses the same set of specifications as the ADL SCORM reference model, thus being compatible with SCORM-compliant LMS. On the other hand, the proprietary protocol was developed to enable the communication with IMS Learning Design (IMS Global Consortium 2003) environments, and has been successfully tested with the CopperCore IMS LD (Burgos et al. 2007a) and the .LRN platform (Moreno-Ger et al. 2008a). 

<e-Adventure>遊戲支持兩種協議通信LMS的主機。第一種方法使用IEEE ECMAScript的空氣污染指數為內容到運行處通訊(理查茲2004年)。如果這個協議不支持的LMS,發動機還試圖建立一個鏈接使用協議開發專案的一部分,<e-Adventure>平台。標準化的方法使用同一組 ADL的SCORM的規格參考模型,從而有兼容SCORM兼容的LMS另一方面,專有協議的開發是為了使學習設計的溝通與 IMSIMS全球聯盟2003年)環境,並已成功測試了CopperCore勞工處的IMS布爾戈斯等。2007年a)和。LRN平台(莫雷諾德國等。2008a)。

The aspect of allowing the annotation of the LO with technical and educational metadata is covered according to the IEEE Learning Object Metadata (IEEE 2002) standard. Due to the scope of the <e-Adventure> editor, the objective was not to provide a full IEEE LOM editor. Instead, we have focused on a minimal subset of the standard that fits game-based educational contents. Special attention has been given to those categories we considered more relevant in this context: Educational metadata and technical characteristics. Table 1 summarizes the different categories from the IEEE LOM standard directly supported inside the editor.

註釋方面允許滷味技術和教育元數據包括根據 IEEE學習對象元數據協會(IEEE2002)標準。由於涉及的範圍,<e-Adventure>編輯,目的不是為了提供一個完整的IEEE LOM的編輯器。相反,我們把重點放在一個最小的子集標準,適合遊戲為基礎的教育內容。特別注意了這些類別,我們認為在這方面更相關:教育元數據和技術特點1總結了不同類別從 IEEE LOM的標準直接在編輯器的支持

In order to simplify as much as possible the work of the content author, the metadata annotation process is done in a semi-automatic way. The <e-Adventure> editor harvests as much as possible metadata from the game description simplifying the instructor’s task. All te technical metadata are also automatically generated, and the instructor can focus on the definition of metadata related to educational aspects.

為了盡可能地簡化工作的內容作者,元數據註釋過程做是半自動方式編輯器<e-Adventure>收成盡可能從遊戲中的元數據描述簡化了教師的任務所有技術元數據自動產生的,老師可以專注於元數據的定義,有關教育方面。

The exportation process of the game creates a minimal self-contained LO. The instructor uses the editor to create an IMS CP bundle that includes: the game itself (including assets), its metadata, a streamlined version of the <e-Adventure> game engine, a simple html page used to launch the game and a manifest file used to describe the bundle content. The generated LO contains a single course with a single educational resource (the game), however the LO may be refined or integrated with larger courses  using tools that comply with the selected specifications. For example, as seen in Figure 2, the LO can be edited using the Reload Editor (http://www.reload.ac.uk/), which allows its integration with bigger pre-existing courses and or refinement of the original metadata included by the <e-Adventure> platform.

出口過程中的遊戲創建了一個最小的獨立的LO導師使用編輯器創建一個 IMS處長,其中包括:遊戲本身(包括資產),其元數據,精簡版的<e-Adventure>遊戲引擎,一個簡單的HTML頁面啟動遊戲和清單文件,用於描述的內容。生成包含一個單一的過程中與教育資源(遊戲),但是與較大的改進或整合課程使用工具選擇,符合規範。舉例來說,如在圖 2中,可以編輯使用刷新編輯器(http://www.reload.ac.uk/),允許集成更大的預先存在的課程,或改進原有的元數據包括<e-Adventure>平台。

In summary, with <e-Adventure> it is possible to package the games according to the IMS CP specification and annotated with meta-data  following the IEEE LOM standard. The result is a shareable and reusable educational videogame packed as an LO and ready to be deployed in any IMS-compliant LMS. In the next section, we analyze the actual level of compliancy and how this approach facilitates the deployment and delivery process for educational games.

總之,與<e-Adventure>有可能在奧運會包裝根據 IMS CP的規範和註釋元數據的IEEE LOM的標準以下其結果是可共享的和可重複使用的教育視頻遊戲包裝成一個 LO,隨時可以部署在任何符合IMS標準的LMS在下一節中,我們分析了實際水平符合性和如何這樣做便於部署和交付過程教育遊戲

Case Study
In order to test the compliancy of  the proposed solution in  terms of content interoperability, we have conducted a local case study focused on the problem of game delivery through different LMSs. Additionally, the possibility of having a connection established between the games and the LMS and using that communication channel to exchange tracking and assessment information has also been evaluated. The objectives were thus the following:
1. To test the successful integration of a real <e-Adventure> game in a broad sample of LMS as a) a single-content course and b) a complex course combining both game content and traditional (i.e. web-based) content.
2. To test the compliancy of the automatic assessment engine in the same sample of LMS (i.e. determine which LMS could successfully process the statement of results produced by the game and attach it to the profile of the student to be used in the future).


個案研究
為了符合性測試解決方案所提出的條款內容互操作性,我們已經進行了本地個案研究的重點問題,通過遊戲不同LMSs交貨此外,可能有一個連接之間建立遊戲和LMS和使用,溝通交流渠道,跟踪和評估的信息被評估。這樣目標如下:
1。為了測試一個真正的成功整合在一個廣泛的<e-Adventure>遊戲 LMS公司作為樣本的內容當然和b)一個複雜的過程兼備的遊戲內容和傳統的(基於 Web)的內容。
2。為了符合性測試的自動評估引擎,在同一樣品的LMS(即確定哪些LMS公司可以成功地處理語句的結果所產生的遊戲,並將其附加到配置文件中的學生將用於未來)


On the other hand, it was required to specify selection criteria to determine which LMS would be selected to take part in the test in a manner that the results obtained could be significant. Covering every single available LMS was deemed impossible, as new tools are emerging constantly. We made a selection covering some widely extended open source tools and complemented it with commercial products such as the two versions of BlackBoard’s WebCT currently being used in our university: WebCT versions 4 and 6. We also tried to make special emphasis on tools that currently support communication with  interactive LO using either the ADL SCORM reference model or the IMS Learning Design specification. The complete list of evaluated products can be found in Table 2.

另一方面它必須指定選擇標準來確定哪些LMS公司被挑選參加測試的方式,獲得的結果可能是巨大的LMS公司提供覆蓋每一個被認為不可能的,因為新工具不斷湧現我們作出了選擇,包括一些被廣泛推廣開源工具和補充它與商業產品,如兩個版本的黑板WebCT的目前正在使用我們的大學:WebCT的版本4和6。我們還試圖使特別強調溝通的工具,目前支持使用互動無論是日常生活SCORM的參考模型的IMS學習設計規範。有關完整列表,評估的產品可以在表2。

For each individual LMS we performed three different tests: The first test was the deployment of an <e-Adventure> game embedded in a web document without any attention to specific standards. In order to reflect the usual skill set of instructors and, in most cases, their actual access rights, this integration should be possible using the LMS interface, instead of requiring an FTP connection to upload the contents or any form of server-side modification. The second test was the deployment of the game as a standardized LO packaged according to the IMS Content Packaging specification. Finally, we also reported on the possibility of establishing a communication link between the game and the LMS, using any of the two communication protocols supported by the <e-Adventure> platform.

對於我們每個人的LMS進行三種不同的測試:第一次測試部署一支<e-Adventure>遊戲嵌入在網頁文件沒有注意具體的標準。為了反映一般的技能導師,在大多數情況下,他們實際獲得的權利,這種整合應當盡可能利用LMS的接口,而不需要連接一個 FTP上傳的內容或任何形式的服務器端修改第二次試驗部署了遊戲,包裝標準化,勞根據 IMS內容包裝規範。最後,我們還報告了可能性之間建立通信鏈路的遊戲和LMS,使用任何兩個通信協議支持<e-Adventure>平台。

Presentation and discussion of the results obtained
The next table (Table 2) summarizes the results obtained in all the tests performed. For each LMS the table depicts if it was possible to deploy the LO as a single web document (column 2), into a structured course according to the IMS CP specification (column 3) and if the automatic assessment mechanism worked properly (column 4).


介紹和討論所取得的成果
下表表2)總結了取得的成果表現所有的測試對於每個表中描述的LMS,如果有可能部署Lo為一個單一的網頁文件(第二欄)為一種結構化歷程,根據 IMS的CP的規範(第3欄),如果自動評估機制工作正常(第4欄


As the table shows, the standardized LO could be successfully deployed in all the LMS,  but in some cases the integration of the game “as is” was not possible without low-level access to the server given the way in which some systems treat the inclusion of files and/or downloads (CopperCore/SLeD is a special case, given that by design they do not support content that is not part of a standardized Unit of Learning). This highlights the importance of packaging the games according to the current standards and specifications. Both CopperCore (with the SLeD front-end) and .LRN (with its IMS-LD module (Escobedo del Cid et al. 2007)) can establish a communication link using the proprietary protocol defined in <e-Adventure> and special plug-ins. With LAMS it is also possible to establish a proprietary communication link. 
如表所示,標準化LO可以成功地部署在所有的LMS,但在某些情況下,一體化的遊戲“為是“不可能低級別的訪問服務器提供的方式,某些系統治療列入文件和/或下載CopperCore/ SLED的是一個特例,因為在設計他們不支持的內容,不屬於規範的單位學習)這突出了奧運會的重要性,包裝根據當前的標準和規範。這兩個 CopperCore(與雪橇前端)和。LRN憑藉 IMS- LD的模塊(埃斯科貝多德爾錫德等。2007))可建立通信鏈路使用專有的協議中定義<e-Adventure>特殊插件插件。隨著 LAMS它也有可能建立一個專有的通信鏈路。

Applications
As described in the previous subsection, the main objective of the experiment was to test the integration of <e-Adventure> games in educative contexts through their deployment in LMS  as LOs. The available systems are in constant evolution, and so are the needs of the application environments. It is not uncommon to see an institution that changes the technology of their LMS, for example alternating between proprietary and open source tools. 


應用
如上所述,在上一小節,主要目的是測試實驗整合<e-Adventure>教育性的遊戲情境通過其部署在LMS當地辦事處。可用的系統都在不斷演變,因此需要的應用環境這不是經常看到一個機構來改變他們的LMS技術,例如交替使用專有和開源工具


Having observed poor performance during an evacuation drill, the Dean’s Office at the School of Computer demanded an investigation to identify and improve all the issues identified during the drill and the implementation of a training program to ensure both staff and students know the evacuation protocol. However this is not an issue easy to address. Memos about how to proceed in these evacuations have been proved useless in the past because most people simply do not take the time to read the instructions, and fire safety briefings for personnel or students register low attendance rates. For that reason we developed a low-cost game-like simulation of the evacuation procedure using <e-Adventure> (Moreno-Ger et al. 2008a) as a mechanism to capture both staff and student attention.

在觀察過程中表現欠佳,疏散演練,院長辦公室在學校電腦要求調查,以確定和改善所有已查明的問題,在演練和實施一項培訓計劃,以確保工作人員和學生了解撤離的協議。然而,這不是一個容易解決的問題備忘錄有關如何進行這些疏散已被證明在過去無用的,因為大多數人根本沒有花時間閱讀說明書簡報會及消防安全人員或學生到校出席率偏低出於這個原因,我們開發了一種低成本的遊戲般的疏散模擬過程使用<e-Adventure>莫雷諾德國2008a作為一種機制來捕獲工作人員和學生的關注。

This case exemplifies the problem of how to deliver educational videogames to the students that has been described all along the paper. The high number of users of the game difficulties its delivery through a traditional delivery channel (e.g. through CD-ROMs).  To tackle this issue, the game is to be delivered through the LMS currently available at Complutense University, which is based on WebCT 4. All the teachers, staff and students have access to this system, so it could be a good controlled distribution channel for the game. 

這個案例體現了問題,如何提供教育電子遊戲學生,一直被描述的文件用戶數的遊戲的困難交付通過傳統的銷售渠道(如通過光盤)為了解決這個問題,遊戲可以透過現有的LMSComplutense大學這是基於 WebCT的4。所有的老師,職員和學生可以使用這個系統,所以它可能是一個良好的分銷渠道控制的遊戲

However, the university is currently considering alternative systems to cover the online support for the courses. Apart from a potential upgrade of the current WebCT platform, different open source tools are also being considered (such as Moodle and SAKAI). As the results of our test show, the investment in the development of the game is safe regardless of the final decision, as the game can be seamlessly integrated with any of the  environments currently being considered.

然而,這所大學目前正在考慮其他的網上支付系統,以支持參加該課程。除了潛在的升級當前 eYouCT的平台不同的開源工具也被考慮(Moodle和SAKAI)。由於我們的測試結果表明,投資在開發的遊戲是安全的,無論最後決定,因為遊戲可以無縫集成到任何環境下,目前正在考慮中。