80Days' Methodology Guide Book

Computer and video games have become a very successful genre and an important part of today’s entertainment landscape. With increasing time people of all ages spend playing computer games, the idea of utilizing the motivational and didactic potential of those games for serious, in particular educational, purposes is becoming a more and more popular and fascinating idea. The European project 80Days (www.eightydas.eu) is a leading-edge research effort, inspired by Jules Verne’s novel “Around the world in eighty days”. The project ran from 2008 to 2010 and focussed on developing psycho-pedagogical and technological foundations for successful digital educational games – successful in terms of educational effectiveness as well as financial turnovers.
A major objective of psycho-pedagogical research efforts was a scientifically sound framework for a non-invasive assessment of knowledge, learning progress as well as motivational states and a subsequent comprehensive adaptation to the learner on micro and macro levels. The micro level refers to subtle educational interventions strongly embedded into the game such as tailored feedback or hinting within specific learning situations. The macro level, on the other hand, refers to an educationally appropriate sequencing and pacing of learning situations tailored to the individual learner.

The project successfully elaborated a joint formal model of cognitive assessment of learning progress (on the basis of Competence-based Knowledge Space Theory) on a probabilistic and non-invasive level, of non-invasive motivational assessment, the provision of suitable support and interventions, and open interactive adaptive storytelling (cf. Kickmeier-Rust, Hockemeyer, Albert, & Augustin, 2008). From a technical point of view, within the project an accurate analysis of learning and game design requirements has been carried out and the results have constituted the starting point for the study on system architectures and software modules that best could have fulfilled the requirements. Research in the area of open, interactive storytelling achieved a technical realization of the developed formal model in form of a story engine, which implements the psycho-pedagogical model and which drives and adapts the game (Kickmeier-Rust, Göbel, & Albert, 2008). Overall, psycho-pedagogical and technical efforts led to a compelling prototype game. Significantly, this demonstrator also represents an important step towards achieving a multi-adaptive system that not only adapts discrete elements of the game towards psycho-pedagogical purposes, but also adapts the story to accommodate larger educational objectives. Very briefly, the prototype game is teaching geography for a target audience of 12 to 14 year olds and follows European curricula. The game design includes premises, concepts, metaphors, structures, gameplay, learning objectives, contents, background story, game characters, visual design and game props. In concrete terms, an adventure game was realized within which the learner takes the role of an Earth kid at the age of 14. The game starts when a spaceship is landing in the backyard and an alien named Feon is contacting the player. Feon is an alien scout who has to collect information about Earth. Subsequently player and Feon have to explore Erath and learn facts as well as concepts in order to successfully proceed through the game.

During the project’s three development phases, the game was subject of multi-facetted evaluation activities. This work was geared towards its objectives of defining an evaluation framework and of implementing an array of evaluative activities. In close collaboration of different disciplines, the game design concepts and adaptive features were investigated with children from Austria, Germany, and the United Kingdom. Empirical findings yielded beneficial effect of playing the game, as evident and an overall satisfying usability and user experience. Implications for the future development of the game prototypes and the design of evaluative activities were drawn. In particular, the theoretical knowledge and practical experience thus gained will contribute to advancing the research area of evaluating usability and user experience in digital educational games.

An, ultimately, this leads to the purpose of the guide book. In the following sections we want to introduce the idea (the necessity) of personalizing educational gaming, the theoretical concepts and ideas, as well as the scientific, conceptual solutions developed. We want to share our experiences in educational game design, which can be considered more than being the sum of good learning design and good game design, and we want to present a role model for a successful curriculum-related design. In essence, we want to provide a set of ideas, experiences, and solutions to guide the reader through the process of designing and developing the next generation of educational computer games.

Table of Contents

Around an Inspiring Virtual Learning World in Eighty Days 1

Designing Learning Games 5

Soil: The Zeitgeist that teaches Geography 6
Roots: The Premises of the Game 7
Why do we Need premises for Designing a Learning Game? 8
Premises Set the Goals of a Learning Game 8
The Premise for Learning Geography 10
The Premises for Story and Gameplay 11
Log: The Game Metaphor 12
What is a Game Metaphor? 12
The Game Metaphor for 80Days: The “Long Zoom” 14
The intention of the Game Metaphor for the Didactic Design 14
The intention of the Game Metaphor for the Game Design 15
Crown: The Game Concept 15
Goals 16
Structure 16
Content 17
Apple & Picker: The Learning Game Situation 19
Challenges of Learning Game Design 20
Game Metaphor 20
Game Concept 20
Design Learning Game Situations 21

Developing Educational Games 23

Videogames Development 24
General Overview of Videogames Development 24
The Process of Videogame Creation 25
The Development Team 26
Videogames and Learning Games 27
Common Approaches at Learning Games Development 28
The 80Days Approach 31
Game Engine Choice 34
Engines integration 37
Game engine Architecture 38
Rendering Engine: Nebula2 39
Game Engine Core: Mangalore and the Core Application 41
Scripting Engine 42
Story Engine Interface 42
External Modules 44
Development Pipeline 46

Balancing on a High Wire: Adaptivity Key Factor of Future Learning Games 51

Competence-Based Adaptation 53
A theoretical Basis for Competence-Based Adaptation 53
Macro Adaptivity: Pinpointing Challenge and Learning Sequence 57
Getting Storytelling on board: Linking Story and Knowledge 58
Micro Adaptivity: Taking a Back Seat with Sensitive Antenna 60
Non-invasive Competence Monitoring 61
Non-invasive Guidance 63
Motivational Adaptation 75
Motivation in Learning Games 78
Assessing motivation 83
Approaches to Motivational Assessment 83
Motivational Adaptation in Learning Games 89
Conclusion 102

Adaptive Digital Storytelling for Digital Educational Games 109

Interactive Digital Storytelling 111
Story Forms – Sequencing in DEG 113
Hero’s Journey as Red Thread in 80Days 115
Learning 117
Gaming 118
Narrative Game-Based Learning Objects 119
Authoring 121
Creating a Story 123
Constructing the Story Structure 124
Configuring Stages 124
Defining Actions in Scenes 125
Testing, Iterative Design 126
‘Bat Cave’ Testing and Evaluation Platform 127
Conclusion 128

Realizing Just-in-Time Personalization – A Technology Overview 129

Challenges in Realizing Personalized Digital Game–based Learning 130
Introducing the Story Engine and Learning Engine 134
The Four-Stage Approach to Just-in-Time Personalization 136
The Skill Assessment Engine 137
The Motivation Assessment Engine 140
Personalizing the Story 142
Story Description Language – ICML 142
Story Engine 143
Cooperation between the Story Engine and Learning Engine 145
Meeting the Challenges of Game-based Learning 146

Integrating External Content: A Possibility to Reduce Development Costs 149

Costs of Developing DEGs 150
Integrating External Resources: A Possibility to Reduce Costs of DEGs 151
Using Geographic Datasets for the Generation of a Virtual Environment 152
Premises 152
Data Selection 155
Virtual Terrain Generation 161
Integrating Existing External Content in Order to Save Content Production Costs 164
Premises 164
Data Selection 165
Integration in the DEG 166

Evaluation and Validation Methodologies for Adaptive Digital Educational Games 169

EVADEG: Four-Dimensional Framework 174
Learning Effectiveness Validation (LEV) 175
Game Usability Evaluation (GUE) 177
Participatory Design (PD) 178
Expert Review 179
User Tests 179
Game Experience Evaluation (GEE) 182
Game Experience Conceptual Models 182
User Experience Evaluation Methods 183
Realtime Interaction Trajectory for Adaptivity Evaluation (RITAE) 185
Special Evaluation Technique: Eye-Tracking 187
Specific Analytic Framework: Activity Theory 188
Concluding Remarks 191