Romero, usart, popescu, & boyle, 2012 interdisciplinarity and personalization

20
3rd International Conference on Serious Games Development and Applications 1 An interdisciplinary, international adaption and personalization of the MetaVals Serious Game Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and international adaptation and personalization of the MetaVals Serious Game, SGDA 2012, Bremen.

Transcript of Romero, usart, popescu, & boyle, 2012 interdisciplinarity and personalization

3rd International Conference on Serious Games Development and Applications

1

An interdisciplinary, international adaption and

personalization of the MetaVals Serious Game

Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and

international adaptation and personalization of the MetaVals Serious Game,

SGDA 2012, Bremen.

2

In collaboration with and grateful to...

Games and Learning Alliance (GaLA)

STELLAR Games Enhanced Learning (GEL) Theme

ESADE Law & Business School

Direction of Educational Innovation and Academic Quality (DIPQA)

Presentation by Margarida ROMERO, Ph.D. ESADE. Spain.

Study developed with

Mireia USART, Ph.D.C. ESADE. Spain.

Maria POPESCU, Ph.D. Carol I National Defence University, Romania

Liz BOYLE, Ph.D. University of the West of Scotland, UK

How we can develop a

Serious Gamesupporting interdisciplinarity, international adaptation and personalization ?

Main goal

INDEX

1. Serious Game (SG) for collaborative learning

2. SG as a methodology requiring personalization

3. Personalization in Serious Game

4. Personalization in SG : the MetaVals case study

5. Adaptation and personalization of MetaVals in ESADE (Spain),

UWS (UK) & Carol I (Romania)

6. Prospective uses of MetaVals and research perspectives

4

Learning

Collaborative GBL

Game Based Learning (GBL)

CSCL GBL /Collaborative SG

Computer Supported

Collaborative Learning (CSCL)

Collaborative Learning

Computer Supported GBL.

Serious Game (SG)

Computer Supported Learning

Collaborative Serious GameGame Based Learning (GBL)

through Computer Supported Collaborative Learning (CSCL)

Serious GameComputer-Supported Games for Learning

Serious Games for

Collaborative Learning1.

SG as a methodology

requiring personalization2.

Language

Game Dynamics•Individual / Multiplayer•Game rules adaptation

•Interface features adaptation

Domain-specific learning objectives & content

(Interdisciplinaryadaptation)

Graphic Design

Serious Games as a methodology

requiring

personalization

SG requires a certain degree of personalization (de Freitas, & Jarvis, 2006).

Personalization in terms of- difficulty level of the task, considering the prior knowledge and the Zone of Proximal Development (ZDP, Vygotsky, 1978) as a potential capability of learning in a certain moment- adaptation to the learners’ preferences for promoting engagement. - avatar personalization for promoting the creation of an effective engagement (Anderson et al., 2009)

Personalization in

Serious Games 3.

MetaVals is a classification game, based on a decision-making activity initially developed for a domain-specific context: an introductory finance course (Padrós, Romero, & Usart, 2011; Romero, Usart, & Almirall, 2011).

In 2012, the University of West of Scotland (UWS) promoted the use of the game in the context of a psychology course.

The new MetaVals release allowed to personalize the knowledge items proposed to the students (domain-independent) and the look and feel.

In order to facilitate the management of MetaVals game in different contexts, an online management interface has been developed.

Personalization management of the different contexts, groups, users and domain-specific knowledge settings.

Personalization in SG :

the MetaVals case study4.

Personalization in SG :

the MetaVals case study4.

MetaVals Management

•Users’ management•Dyads’ management•Game play management•Knowledge items grid management•Knowledge questions management•Answer values management•Answer values dataset management

Personalization in SG :

the MetaVals case study4.MetaVals Management

• Language & Graphic Design

Personalization in SG :

the MetaVals case study4.MetaVals playing modalities adaptation

Virtual Learner #2

Low level High level

Learner #1

Low level

Prior knowledge level symmetry (Low knowledge level)

Prior knowledge level asymmetry (Low/High)

High level

Prior knowledge level asymmetry (High/Low)

Prior knowledge level symmetry (High knowledge level)

Table 1. MetaVals modalities of the prior knowledge symmetries within the learners in the dyad.

Personalization in SG :

the MetaVals case study4.MetaVals playing modalities adaptation (II)

Table 2. Modalities of the MetaVals SG according to the board/computer and real/virtual dyad.

Modality Paper / Computer Dyad Peer Recommended use

Onsite Paper Real

Computer Real

Virtual

Distance Computer Real

Virtual

Personalization in SG :

the MetaVals case study4.MetaVals personalization through the different stages of the game

Personalization in SG :

the MetaVals case study4.MetaVals personalization through the different stages of the game

Personalization in SG :

the MetaVals case study4.MetaVals personalization through the different stages of the game

Personalization in SG :

the MetaVals case study4.MetaVals personalization through the different stages of the game

Personalization in SG :

the MetaVals case study4.MetaVals personalization through the different stages of the game

Use of MetaVals in ESADE

(Spain), UWS (UK), Carol I (RO)5.Adaptation and personalization of MetaVals in Spain, UK & Romania

Adaptation / Personalization

ESADE (Spain) UWS (UK) Carol I (RO)

Language Spanish & English English English

Content-domain Finance Psychology English as a Foreign Language through finance

Graphic Design ESADE Finance UWS personalisation ESADE Finance (by default)

Students A total of 181 students in 6 postgraduate courses have used and evaluated the MetaVals game (Padrós, Romero, & Usart, 2011).

3rd year psychologystudents. 4 learners(M=31.75; SD=13.50),self-reported previousknowledge (M=3.50(/10); SD=3.70).

Adult students. 5 learners (M=44.40; SD=1.82). Under time pressure settings, they lost interest in teacher’s guidance, preoccupied with the game time pressure.

Prospective uses of MetaVals

and research perspectives 6.

The analysis of the results and their coherence in the different contexts will allow improvements to the next MetaVals release, including a higher level of graphic design personalization and the personalization of the number of items.

Adaptation / Personalization

ESADE (Spain) UWS (UK) Carol I (RO)

Prospective research During the course 2012/2013 we expect to collect 200 more postgraduate students in more than 5 different courses of finance. Time perspectives and knowledge convergence will be analyzed.

A new data collectioninvolving 70 studentsin their 3rd year ofpsychology degree isexpected for October2012.

The analysis of the pilot study has lead to presentations in ELSE 2012 and ICVL 2012.

Prospective research using MetaVals in Spain, UK & Romania

20

Thank you for your attention

Romero, M., Usart, M., Popescu, M., Boyle, E. (2012). Interdisciplinary and

international adaptation and personalization of the MetaVals Serious Game,

SGDA 2012, Bremen.