360-PlayLearn: Gamification and Game-Based Learning for ... · The University of Ulster in...

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VII. Acknowledgements This research is funded by a Northern Ireland Department of Employment & Learning (DEL) Co-operative Awards in Science & Technology (CAST) Ph.D. Studentship Award at The University of Ulster in collaboration with 360 Production Ltd., Derry/London We wish to acknowledge Ted Leath, Information Assurance Manager at the University for pointing out the online learning benefits of Udacity, edX and the Khan Academy IV. Design of 360-PlayLearn Gamification API An extensible & reusable API for implementing cross-platform gamification through customisable widgets & tailored for any scenario Gamification Modules A structured library of integrated reusable gamification elements such as leaderboards & achievements that can be configured & combined to gamify a range of scenarios Platform Reporting Receive & report feedback on user actions & content across ��-PlayLearn, featuring custom reporting features & queries A layer of abstraction from hardware, providing processing power, memory & storage, space, fault detection & error reporting, with an array of contingency measures providing constant service A data-access layer providing standard storage & database services alongside a variety of caching techniques to ensure resources are used efficiently with swift customer response times Cloud Services System Monitoring & Auditing Authentication Services Storage & Cache Utilities System Infrastructure & Support A layer enabling multiple methods of user authentication through a custom OpenID implementation & integration with a variety of third party authentication services, enabling user validation through third party accounts (e.g. Google & Facebook) Cloud services provide a network of distributed systems offering a wealth of facilities relieving burdens on system architects & developers Comprehensively monitor ��-PlayLearn usage & resource consumption with ample logging; features custom reporting & seamlessly audits user actions throughout Game-Based Learning (GBL) Virtual Learning Environment (VLE) An accessible, interactive education system facilitating flexible & configurable learning for all ages across a range of devices User Assessment Modules Multi-Platform Clients User Registration & Role Management Manage ��-PlayLearn users, system roles & associated permissions with ease across entire organisations & sub-units Presentation Layer Content created & made available within �-PlayLearn will be accessible through the presentation layer for a variety of devices (e.g. desktop, mobile, TV) �-PlayLearn features a wide range of clients for users to consume including desktop, web, mobile, tablet & TV; Presentation layer is designed to be extensible to interface to & integrate with any desired device A library of components for developing VLEs with tools to create bespoke quizzes & questionnaires that can be hosted & consumed by ��-PlayLearn Media Asset Management (MAM) A secure system for the management, storage & automated distribution of digital assets in a variety of formats across a range of platforms File Search & Management Create, edit & manage digital assets & attach meta data; Searching, filtering, sorting & grouping based on user-defined queries Export & File Formatting Range of supported media file formats, which can be cataloged & exported effortlessly to a variety of different file formats Fully configure the automated creation of content on third party media hosts (e.g. YouTube, Vimeo) based on digital asset meta data Automated Content Creation V. Implementation of 360-PlayLearn Gamification interface scenarios employing web technologies [13] 360-MAM interface scenarios employing ResourceSpace [5] 360-Cloud interface scenarios employing Google App Engine [7] VIII. References [1] H. Abelson (Ed.), “Architects of the Information Society, Thirty-Five Years of the Laboratory for Computer Science at MIT", Cambridge, Mass., USA: MIT Press, 1999. [2] Amazon EC2, Amazon Elastic Compute Cloud, http://aws.amazon.com/ec2/, 2012. [3] A. Amies, H. Sluiman, Q.G. Tong, and G.N. Liu, “Developing and Hosting Applications on the Cloud”, Upper Saddle River, NJ, USA: IBM Press, 2012. [4] N. DeSantis, “Professor Departs Stanford U., Hoping to Teach 500,000 Students at Online Start-Up”, California, USA: Chronicle of Higher Education, January 2012. [5] D. Dwiggins, “Something That Works: Implementing ResourceSpace Open Source Digital Asset Management at Historic New England”, Museum Computer Network Northeast Regional SIG, Museum of Fine Arts, Boston, Massachusetts, July 2011. [6] edX, Harvard University and Massachusetts Institute of Technology online learning, https://www.edx.org/courses, 2012. [7] Google App Engine, https://developers.google.com /appengine/, 2012. [8] J. Hyndman, T. Lunney, and P. Mc Kevitt, “AmbiLearn: Multimodal assisted learning”, International Journal of Ambient Computing and Intelligence, 3 (1), 53-59, 2011. [9] J. Jacobsen, T. Schlenker, and L. Edwards, “Implementing a Digital Asset Management System: For Animation, Computer Games, and Web Development”, Oxford, England: Focal Press, 2005. [10] Khan Academy, http://www.khanacademy.org/, 2012. [11] Microsoft Azure, http://www.windowsazure.com, 2012. [12] K. Muñoz, P. Mc Kevitt, T. Lunney, J. Noguez, and L. Neri, “An emotional student model for game-play adaptation”, Entertainment Computing, 2 (2), 133-141, 2011. [13] D. Sanderson, “Programming Google App Engine: Build and Run Scalable Web Apps on Google's Infrastructure (Animal Guide)”, 1st Edition, Sebastopol, CA, USA: O'Reilly Media, 2009. [14] TED: Ideas worth spreading, http://www.ted.com, 2012. [15] Telescope Enterprise, “Using Digital Asset Management to Automate Video Creation, Production and Editing Workflows”, http://www.northplains.com/en/products/ telescopeenterprise.cfm, North Plains Systems, Toronto, Canada, 2012. [16] G. Zichermann, and J. Linder, “Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests”, Hoboken, New Jersey, USA: Wiley, April 2010. VI. Conclusion & Future Work 360-PlayLearn underpinned by 360-MAM & 360-Cloud Ubiquitous platform of interactive TV Widening access & education for all Conduct requirements analysis Constructivist problem-based / project-centred learning Implement 360-PlayLearn platform Evaluation of 360-PlayLearn with STEM & general knowledge content II. Background & Related Work Online education is growing, with more learners exploiting the benefits VLEs bring to structured learning, e.g. Udacity (Stanford) [4], edX (MIT/Harvard) [6], TED [14], Khan Academy [10], YouTube By 2015, 50% of companies will embrace gamification and more than 70% of global 2000 companies will have at least one application deploying gamification [16] Game-based Learning (GBL) Virtual Learning Environments (VLEs), e.g. PlayPhysics [12], AmbiLearn (TreasureLearn) [8] Media Asset Management (MAM) concerns the ingestion, annotation, cataloguing, storage, retrieval & distribution of digital photographs, animations, videos & music [9], e.g. ResourceSpace (Open Source) [5], TeleScope Enterprise (Commercial) [15] The Cloud concerns hosting & distributing edutainment content [3], e.g. Google App Engine [7], [13], Microsoft Azure [11] & Amazon EC2 [2] “If computers of the kind I have advocated become the computers of the future, then computing may someday be organized as a public utility just as the telephone system is a public utility... The computer utility could become the basis of a new and important industry.'' --John McCarthy, MIT Centennial Celebration, 1961 [1] Project Kelvin: secure, high capacity dedicated broadband link (10 G. LanPhy) direct to Canada, USA, Europe & rest of Ireland with delay of only 2 ms. Cloud Services (360-Cloud) Media Asset Managment (360-MAM) Internal Interactions Diagram Legend External Interactions Content Consumers User Interfaces III. Architecture of 360-PlayLearn End Users Online education on interactive television (TV) Combine entertainment & education content (edutainment) Domains of Science, Technology, Engineering, Mathematics (STEM), history, archaeology & general knowledge I. Aims & Objectives Deployment on desktop, mobile (smartphone, tablet) & TV devices 360-PlayLearn: Gamification and Game-Based Learning for Virtual Learning Environments on interactive television Gerard Downes 1 , Paul Mc Kevitt 1 , Tom Lunney 1 , John Farren 2 & Catherine Ross 2 production 1 University of Ulster, Magee, The Imagineering Quarter, Derry/Londonderry BT48 7JL, Northern Ireland, E-mail: [email protected], {p.mckevitt, tf.lunney}@ulster.ac.uk 2 360 Production Ltd., The Imagineering Quarter, 10 Northland Road, Derry/Londonderry BT48 7JL, Northern Ireland, E-mail: {john.farren, catherine.ross}@360production.com

Transcript of 360-PlayLearn: Gamification and Game-Based Learning for ... · The University of Ulster in...

Page 1: 360-PlayLearn: Gamification and Game-Based Learning for ... · The University of Ulster in collaboration with 360 Production Ltd., Derry/London We wish to acknowledge Ted Leath, Information

VII. AcknowledgementsThis research is funded by a Northern Ireland Department of Employment & Learning (DEL) Co-operative Awards in Science & Technology (CAST) Ph.D. Studentship Award at

The University of Ulster in collaboration with 360 Production Ltd., Derry/London

We wish to acknowledge Ted Leath, Information Assurance Manager at the University for pointing out the online learning benefits of Udacity, edX and the Khan Academy

IV. Design of 360-PlayLearn

Gamification APIAn extensible & reusable API for implementing

cross-platform gamification through customisable

widgets & tailored for any scenario

Gamification ModulesA structured library of integrated reusable gamification

elements such as leaderboards & achievements that

can be configured & combined to gamify a range of

scenarios

Platform ReportingReceive & report feedback on

user actions & content across ���-PlayLearn,

featuring custom reporting features & queries

A layer of abstraction from hardware, providing

processing power, memory & storage, space,

fault detection & error reporting, with an array of

contingency measures providing constant service

A data-access layer providing standard storage &

database services alongside a variety of caching

techniques to ensure resources are used

efficiently with swift customer response times

Cloud ServicesSystem Monitoring & Auditing

Authentication Services

Storage & Cache Utilities

System Infrastructure & Support

A layer enabling multiple methods of user authentication

through a custom OpenID implementation & integration

with a variety of third party authentication services,

enabling user validation through third party accounts

(e.g. Google & Facebook)Cloud services provide a network of distributed

systems offering a wealth of facilities relieving

burdens on system architects & developers

Comprehensively monitor ���-PlayLearn usage &

resource consumption with ample logging;

features custom reporting & seamlessly

audits user actions throughout

Game-Based Learning (GBL)Virtual Learning Environment (VLE)An accessible, interactive education system facilitating

flexible & configurable learning for all ages across a range

of devices

User Assessment ModulesMulti-Platform Clients

User Registration & Role Management Manage ���-PlayLearn users, system roles & associated

permissions with ease across entire organisations & sub-units

Presentation LayerContent created & made available within

���-PlayLearn will be accessible

through the presentation layer for a variety of

devices (e.g. desktop, mobile, TV)

���-PlayLearn features a wide range of clients

for users to consume including desktop, web,

mobile, tablet & TV; Presentation layer is designed

to be extensible to interface to & integrate with any

desired device

A library of components for developing VLEs with tools

to create bespoke quizzes & questionnaires that can

be hosted & consumed by ���-PlayLearn

Media Asset Management (MAM)A secure system for the management, storage & automated

distribution of digital assets in a variety of formats across a

range of platforms

File Search & ManagementCreate, edit & manage digital assets & attach

meta data; Searching, filtering, sorting & grouping

based on user-defined queries

Export & File FormattingRange of supported media file formats, which

can be cataloged & exported effortlessly to a

variety of different file formats

Fully configure the automated creation of content

on third party media hosts (e.g. YouTube, Vimeo)

based on digital asset meta data

Automated Content Creation

V. Implementation of 360-PlayLearn

Gamification interface scenariosemploying web technologies [13]

360-MAM interface scenarios employing ResourceSpace [5]

360-Cloud interface scenarios employing Google App Engine [7]

VIII. References[1] H. Abelson (Ed.), “Architects of the Information Society, Thirty-Five Years of theLaboratory for Computer Science at MIT", Cambridge, Mass., USA: MIT Press, 1999.

[2] Amazon EC2, Amazon Elastic Compute Cloud, http://aws.amazon.com/ec2/, 2012.

[3] A. Amies, H. Sluiman, Q.G. Tong, and G.N. Liu, “Developing and HostingApplications on the Cloud”, Upper Saddle River, NJ, USA: IBM Press, 2012.

[4] N. DeSantis, “Professor Departs Stanford U., Hoping to Teach 500,000 Students at Online Start-Up”, California, USA: Chronicle of Higher Education, January 2012.

[5] D. Dwiggins, “Something That Works: Implementing ResourceSpace Open Source Digital Asset Management at Historic New England”, Museum Computer NetworkNortheast Regional SIG, Museum of Fine Arts, Boston, Massachusetts, July 2011.

[6] edX, Harvard University and Massachusetts Institute of Technology onlinelearning, https://www.edx.org/courses, 2012.

[7] Google App Engine, https://developers.google.com /appengine/, 2012.

[8] J. Hyndman, T. Lunney, and P. Mc Kevitt, “AmbiLearn: Multimodal assisted learning”,International Journal of Ambient Computing and Intelligence, 3 (1), 53-59, 2011.

[9] J. Jacobsen, T. Schlenker, and L. Edwards, “Implementing a Digital AssetManagement System: For Animation, Computer Games, and Web Development”, Oxford, England: Focal Press, 2005.

[10] Khan Academy, http://www.khanacademy.org/, 2012.

[11] Microsoft Azure, http://www.windowsazure.com, 2012.

[12] K. Muñoz, P. Mc Kevitt, T. Lunney, J. Noguez, and L. Neri, “An emotionalstudent model for game-play adaptation”, Entertainment Computing, 2 (2), 133-141, 2011.

[13] D. Sanderson, “Programming Google App Engine: Build and RunScalable Web Apps on Google's Infrastructure (Animal Guide)”, 1st Edition,Sebastopol, CA, USA: O'Reilly Media, 2009.

[14] TED: Ideas worth spreading, http://www.ted.com, 2012.

[15] Telescope Enterprise, “Using Digital Asset Management to Automate VideoCreation, Production and Editing Workflows”, http://www.northplains.com/en/products/telescopeenterprise.cfm, North Plains Systems, Toronto, Canada, 2012.

[16] G. Zichermann, and J. Linder, “Game-Based Marketing: Inspire Customer Loyalty through Rewards, Challenges, and Contests”, Hoboken, New Jersey, USA: Wiley,April 2010.

VI. Conclusion & Future Work360-PlayLearn underpinned by 360-MAM & 360-Cloud

Ubiquitous platform of interactive TV

Widening access & education for all

Conduct requirements analysis

Constructivist problem-based / project-centred learning

Implement 360-PlayLearn platform

Evaluation of 360-PlayLearn with STEM &

general knowledge content

II. Background & Related Work

Online education is growing, with more learners exploiting the benefits VLEs bring to

structured learning, e.g. Udacity (Stanford) [4], edX (MIT/Harvard) [6], TED [14],

Khan Academy [10], YouTube

By 2015, 50% of companies will embrace gamification and more than 70% of global 2000

companies will have at least one application deploying gamification [16]

Game-based Learning (GBL) Virtual Learning Environments (VLEs),

e.g. PlayPhysics [12], AmbiLearn (TreasureLearn) [8]

Media Asset Management (MAM) concerns the ingestion, annotation, cataloguing, storage,

retrieval & distribution of digital photographs, animations, videos & music [9],

e.g. ResourceSpace (Open Source) [5], TeleScope Enterprise (Commercial) [15]

The Cloud concerns hosting & distributing edutainment content [3],

e.g. Google App Engine [7], [13], Microsoft Azure [11] & Amazon EC2 [2]

“If computers of the kind I have advocated become the computers of the future, then

computing may someday be organized as a public utility just as the telephone system is

a public utility... The computer utility could become the basis of a new and important industry.''

--John McCarthy, MIT Centennial Celebration, 1961 [1]

Project Kelvin: secure, high capacity dedicated broadband link (10 G. LanPhy) direct to

Canada, USA, Europe & rest of Ireland with delay of only 2 ms.

Cloud Services (360-Cloud) Media Asset Managment (360-MAM)

Internal Interactions

Diagram Legend

External Interactions

Content Consumers

User Interfaces

III. Architecture of360-PlayLearn

End Users

Online education on interactive television (TV)

Combine entertainment & education content (edutainment)

Domains of Science, Technology, Engineering, Mathematics (STEM),

history, archaeology & general knowledge

I. Aims & Objectives

Deployment on desktop, mobile (smartphone, tablet) & TV devices

360-PlayLearn:Gamification and Game-Based Learning for Virtual Learning Environments on interactive television

Gerard Downes1, Paul Mc Kevitt1, Tom Lunney1, John Farren2 & Catherine Ross2production

1University of Ulster, Magee, The Imagineering Quarter, Derry/Londonderry BT48 7JL, Northern Ireland, E-mail: [email protected], {p.mckevitt, tf.lunney}@ulster.ac.uk 2360 Production Ltd., The Imagineering Quarter, 10 Northland Road, Derry/Londonderry BT48 7JL, Northern Ireland, E-mail: {john.farren, catherine.ross}@360production.com