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The Six Facets of Serious Game Design: A Methodology Enhanced by our Design Pattern Library

The Six Facets of Serious Game Design: A Methodology Enhanced by our Design Pattern Library B. Marne, J. Wisdom, B. Huyn-Kim-Bang, J-M. Labat bertrand.marne@lip6.fr. Serious Game Design is about Collaboration. 2 types of experts With some different skills And some common skills

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The Six Facets of Serious Game Design: A Methodology Enhanced by our Design Pattern Library

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  1. The Six Facets of Serious Game Design: A Methodology Enhanced by our Design Pattern Library B. Marne, J. Wisdom, B. Huyn-Kim-Bang, J-M. Labat bertrand.marne@lip6.fr

  2. Marne, Wisdom, Huyn-Kim-Bang, Labat Serious Game Design is about Collaboration 2 types of experts With some different skills And some common skills Must work together to design a serious game With the common goal to mix fun and learning

  3. Marne, Wisdom, Huyn-Kim-Bang, Labat Outline Research Questions The Six Facets of Serious Game Design The Design Pattern Library Discussion and Future Work Conclusion

  4. Marne, Wisdom, Huyn-Kim-Bang, Labat Research Questions How to help... Pedagogical Experts to understand the aims, means, and methods of the Game Experts? Vice versa: Game Experts to understand the aims, means and methods of Pedagogical Experts? Both stakeholders to speak the same language during the design of a serious game? → We have built a conceptual framework: The Six Facets of Serious Game Design

  5. Marne, Wisdom, Huyn-Kim-Bang, Labat Outline Research Questions The Six Facets of Serious Game Design The Design Pattern Library Discussion and Future Work Conclusion

  6. Marne, Wisdom, Huyn-Kim-Bang, Labat The Six Facets of Serious Game Design A conceptual framework aiming To improve design process To extract Design Patterns Each facet is an aspect of the design process defined by: A common design problem A general solution The type of experts involved

  7. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #1 –Pedagogical Objectives How to define the pedagogical content? Describe the knowledge model (including misconceptions) of the domain and the educational objectives

  8. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #2 –Domain Simulation How to respond consistently and coherently to the correct or erroneous actions of the game players within a specific unambiguous context? Define a simulation based on a formal model of the (educational) discipline

  9. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #3 –Interactions with the Simulation How to engage the players by allowing them to interact with the simulator? Define the interactions with the formal model through the intrinsic metaphor chosen for the specific SG

  10. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #3 –Interactions with the Simulation How to engage the players by allowing them to interact with the simulator? Define the interactions with the formal model through the intrinsic metaphor chosen for the specific SG Intrinsic metaphor: “a virtual environment and a gaming experience in which the contents that we want to teach can be naturally embedded with some contextual relevance in terms of the game-playing [...]” [Fabricatore 2000]

  11. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #4 –Problems and Progression Which problems to give the players to solve and in which order? Design the progression taking into account both required knowledge acquisition (pedagogy) and the progress of the player (fun) from one level to the next

  12. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #5 –Decorum Which type of multimedia or fun elements, unrelated to the domain simulation, will foster the motivation of the players? Define some visual, audio atmosphere and a scenario to foster motivation

  13. Marne, Wisdom, Huyn-Kim-Bang, Labat – Facet #6 –Conditions of Use How, where, when, and with whom the game is played? Define the conditions of use of the SG: it can be played by one or several players, in class or online, with or without an instructor etc.

  14. Marne, Wisdom, Huyn-Kim-Bang, Labat

  15. Marne, Wisdom, Huyn-Kim-Bang, Labat Outline Research Questions The Six Facets of Serious Game Design The Design Pattern Library Discussion and Future Work Conclusion

  16. Marne, Wisdom, Huyn-Kim-Bang, Labat A Design Pattern Library to Foster Collaboration A formal language to describe good practices Design Patterns [Alexander et al. 1977] Context, Problems, Forces, Solution, Examples, Related patterns A set of common best practices Domain centered Indexed into a pattern language to be found easily A lexicon built thanks to the DPs to foster communication and collaboration

  17. Marne, Wisdom, Huyn-Kim-Bang, Labat Previous Work DPs for TEL → no game design aspecte.g.: [Delozanne et al. 2007] DPs for Games → no pedagogical aspecte.g.: [Aldricht 2009], [Björk & Holopaienen 2005] DPs for Serious Games: mixing fun and pedagogy.e.g.: [Kiili 2007] → Our goals: Collect reusable DPs for SG design Organize them within our conceptual framework

  18. Marne, Wisdom, Huyn-Kim-Bang, Labat Methodology Bottom-up → empirical method Steps: Collect DPs ([Kiili 2007], [Björk & Holopaienen 2005], etc.) They are reusable In-deep analysis of 6 SGs design documents Partner companies: KTM-Advance, Ad-Invaders Interviews with designers Analysis of several successful SGs → 42 Design Patterns Collaborative Library

  19. Marne, Wisdom, Huyn-Kim-Bang, Labat Example #1: “Reified Knowledge” (1) Facet #4: Problems and progression Context: A variety of competences and knowledge issues Problem: helping users become more aware of their acquired knowledge Forces: how to give feedback and maintain the player in the Flow? How to use feedback to enhance motivation?

  20. Marne, Wisdom, Huyn-Kim-Bang, Labat Example #1: “Reified Knowledge” (2) Solution: Represent items of knowledge or skills with virtual objects to be collected Examples: America’s Army, Ludiville... Related Patterns: Object Collection

  21. Marne, Wisdom, Huyn-Kim-Bang, Labat Example #2: “Time for Play / Time for Thought” (1) Facet #3: Interactions with the simulation Context: A Game-Based Learning Blend with a list of educational objectives, including high-level knowledge Problem: How can one teach high-level knowledge? Forces: Difficulty to concentrate on the interactions of the game while being engrossed in high-level thinking at the same time Instantaneous interaction in video games while some knowledge acquisition requires standing back and taking time to ponder over what is to be learned

  22. Marne, Wisdom, Huyn-Kim-Bang, Labat Example #2: “Time for Play / Time for Thought” (2) Solution: Define 2 phases: Intensive action phases for practice and training→ Implement Pedagogical Gameplay during action phases(discovery, experiencing emotionally, or experimenting with new knowledge) Reflective phases for thought and reflection (less intensive phases)→ use Debriefing to return to what has been happening during the action. Examples: Defense Immunitaire (game with two phases), Ludiville or CellCraft (games with Debriefings) Related Patterns: Pedagogical Gameplay, Debriefing, Reified Knowledge, Advanced Indicators, Two Learners Side by Side

  23. Marne, Wisdom, Huyn-Kim-Bang, Labat A 42 Design Patterns Library [Facet #1] Pedagogical Objectives: Categorizing Skills, Price Gameplay vs. Educational Goals [Facet #2] Domain simulation: Simulate Specific Cases, Build a Model for Misconceptions, Elements that Cannot be Simulated, An Early Simulator, Do not Simulate Everything [Facet #3] Interactions with the simulation: Museum, Social Pedagogical Interaction, Serious Boss, Protege Effect (K), Advanced Indicators, Validate External Competencies, Questions – Answers, New Perspectives, Pedagogical Gameplay, Microworld Interaction, Time for Play /Time for Thought, Quick Feedbacks, Teachable Agent (K), In Situ Interaction, Pavlovian Interaction, Debriefing [Facet #4] Problems and Progression: Measurement achievements, Surprise, Smooth Learning Curve (GD), Fun Reward, Game Mastery, Freedom of Pace, Reified Knowledge [Facet #5] Decorum: Object Collection, Local Competition, Loquacious People, Graduation Ceremony, Fun Context, Wonderful World, Narrative Structures (GD), Serious Varied Gameplay, Informative Loading Screens, Hollywoodian Introduction, Comical World [Facet #6] Conditions of use: Two Learners Side by Side http://seriousgames.lip6.fr/DesignPatterns

  24. Marne, Wisdom, Huyn-Kim-Bang, Labat Outline Research Questions The Six Facets of Serious Game Design The Design Pattern Library Discussion and Future Work Conclusion

  25. Marne, Wisdom, Huyn-Kim-Bang, Labat Fieldwork Tested with 20 students in video game (ENJMIN school) DPs on game design were not useful for them Not enough DPs on educational aspects (useful for them) Tested with 2 teachers (secondary school and university) DPs on game design were very useful for them (solutions of gameplay to pedagogical problems) Tested during a collaborative SG design (Donjons & Radon) DPs helped the game designer to take pedagogical aspects into account. Community evaluation started (online library)

  26. Marne, Wisdom, Huyn-Kim-Bang, Labat Future Work: Evaluation of the DP Library Analysis of the Library users tracking logs Compliance with the specifications of an SG made with or without DPs: We are building a typology for SGs based on the Six Facets Define the initial type: type of the SG the stakeholders asked for Compare with the final type: type of the SG that has been made Valences of a typical TEL system

  27. Marne, Wisdom, Huyn-Kim-Bang, Labat Future Work: Evaluation of the DP Library Analysis of the Library users tracking logs Compliance with the specifications of an SG made with or without DPs: We are building a typology for SGs based on the Six Facets Define the initial type: type of the SG the stakeholders asked for Compare with the final type: type of the SG that has been made SG with an intrinsic metaphor

  28. Marne, Wisdom, Huyn-Kim-Bang, Labat Outline Research Questions The Six Facets of Serious Game Design The Design Patterns Library Discussion Conclusion

  29. Marne, Wisdom, Huyn-Kim-Bang, Labat Conclusion Our DP library can give elements of a language that helps pedagogical experts to understand aims, means and methods of game experts Video game experts are interested in some more pedagogical oriented DPs → We have built a collaborative web site for our DP Library where users can: Vote and comment on DPs Translate DPs Modify and create DPs http://seriousgames.lip6.fr/DesignPatterns

  30. Marne, Wisdom, Huyn-Kim-Bang, Labat

  31. Marne, Wisdom, Huyn-Kim-Bang, Labat Pedagogical Objectives: States of the Water

  32. Marne, Wisdom, Huyn-Kim-Bang, Labat Formal Simulation Model: PVT Diagram

  33. Marne, Wisdom, Huyn-Kim-Bang, Labat Interactions with the Simulation: Tower Defense Interactions

  34. Marne, Wisdom, Huyn-Kim-Bang, Labat Problems and Progression: Measurement Achievements

  35. Marne, Wisdom, Huyn-Kim-Bang, Labat Decorum: Comical World

  36. Marne, Wisdom, Huyn-Kim-Bang, Labat

  37. Marne, Wisdom, Huyn-Kim-Bang, Labat Another View of the Facets

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