Architecture for Monitoring Learning Processes using Video Games N. Padilla-Zea, R. Lopez-Arcos, F. L. Gutiérrez-Vela, P. Paderewski and N. MedinaMedina GEDES Research Group, University of Granada, Spain [email protected], [email protected], [email protected], [email protected] Abstract. PLAGER-VG is an architecture to design, execute, analyze and adapt educational processes supported by video games, especially, those that include collaborative activities and use collaborative learning techniques. In this paper, we have focused on the monitoring and adaptive processes in order to customize activities both in the game and in the learning to improve results obtained from using these collaborative video games. To perform these processes we propose a mechanism based on the use of a set of specialized agents included into this architecture to collect relevant information and to process it in order to obtain the necessary adaptation actions. Keywords: Video games, Architecture, Learning processes 1 Introduction The incorporation of Game Based Learning (GBL) into learning processes has already become a reality, both in schools and for research purposes. In particular, playing these games in groups has been discovered as a desirable way of using them since players are used to do it when they play commercial video games. By joining these two aspects, we have focused our research on the use of group activities within Educational Video Games (EVG) in order to promote collaborative skills in students and to promote the several advantages that both elements involve. Although several aspects of designing and using EVG have been developed in our research, in this paper we have fixed the focus on the personalization of the learning / playing process. Assuming that an educational video game includes recreational activities that hide some educational contents, the monitoring and adapting of the game are closely related to the monitoring and adapting of the learning process. Starting from this assumption, we think that it is necessary to monitor relevant activities in the game in order to analyze and to adapt it according to the features of the player or the group who is playing. In this context of using collaborative learning and EVG as tools for teaching, we think our previously proposed architecture PLAGER-VG [1] (PLAtform for managinG Educational multiplayeR Video Games) needs to be modified. PLAGERadfa, p. 1, 2011. © Springer-Verlag Berlin Heidelberg 2011 VG helps teachers and designers to obtain more efficient video games and is able to monitor and to adapt the learning processes underpinned by them. The problem of monitoring and analyzing learning processes is of particular interest in Computer Supporter Collaborative Learning (CSCL) environments where learning is usually based on the interactions and communications occurring among students. Many CSCL systems offer functions to study the way in which collaboration takes place. For this purpose, they usually record the actions carried out with the interactions with the system [2], the communications between collaborators [3], and/or the changes carried out in the shared workspaces [4]. However, we have checked that some more information is needed to contextualize the performed actions and automatic mechanisms are needed to collect this information and to adapt the games. Thus, we propose a modificaation of the architecture PLAGER-VG using agents as active entities in order to collect information generated by the collaborative activities performed by the players during the game. In addition, these agents help teachers to improve the learning process by proposing adaptation actions. An adaptation action allows changing some aspects in the game, for example, modify (decrease) the difficulty level if the player or the group can not overcome a challenge in the stated time. In this paper, we use the terms “game” and “video game” as synonymous. 2 Architecture PLAGER-VG The architecture PLAGER-VG [1] is composed of five interrelated and interconnected subsystems: Personalization Sub-system, Design Sub-system, Groups Sub-system, Monitoring Sub-system and Game Sub-system. Both educational and recreational contents are designed using functionalities included in the Design Subsystem. Components designed as result of this process are stored in a central repository, as can be seen in Figure 1. The Personalization Sub-system accesses the designed elements and customizes them according to the needs of each of the users. Such changes, which customize both the learning and game processes, are also reflected in the central repository. The Personalization Sub-system communicates with the Game Sub-system which, given a set of educational specifications for a student or group, generates a personal Game Instance, which runs consistent with the educational restrictions. Fig. 1. PLAGER-VG Architecture During the game, a set of “interesting events” occur, from both an educational and recreational viewpoint, which are collected for processing by the Monitoring Subsystem. As a result, the Monitoring Sub-system generates a set of recommendations, which are reported to the Personalization Sub-system and to the central repository. The Personalization Sub-system adapts the game and learning features to each of the users and is therefore responsible for implementing these recommendations. Finally, the Groups Sub-system manages both the design and creation of groups and stores this information in the central repository. Information about groups allows both the Personalization Sub-system, Monitoring Sub-system and Game Sub-system to manage collaborative activities. Although the PLAGER-VG architecture is composed of five interrelated and interconnected subsystems, in this paper we are going to focus our attention into the Monitoring and the Personalization Sub-system. 3 Using Agents to Retrieve Relevant Information In order to analyze learning processes and, is that way, to improve them, we need to select properly the information to be studied, but also to decide how to process and to use it. Based on our previous works [5,6], we have decided to use agents in order to obtain the functions to monitor and adapt the game. In those works we presented an architecture for dynamic and evolving cooperative software agents. We defined a model that allowed communication between agents and preserved system activity while it was running. A central blackboard was used to communicate and coordinate agents and to store the information needed by those agents. This blackboard was controlled by special agents with specific functions to store and retrieve information when needed and to perform evolution actions over a software system. Following this idea, and to facilitate the analysis of learning processes, we propose to include two type of specialized agents in the architecture (PLAGER-VG), which will be responsible for monitoring (Monitoring Agents) and for providing information to teachers about the activities to be performed on the game and groups to adapt and improve learning process (Facilitator Agent). Figure 2 shows the integration of these agents with other elements in the architecture. Fig. 2. Multi-Agent architecture for PLAGER-VG. Since EVG claims for implicit learning, we need to establish a relationship between what a student is doing in the game and the learning implicit in such activity. To do that, we need to determine what activities are relevant in the game and which information is relevant for each of them. Thus, we use interesting events. These events can be individual, if information is only related to one player; or for a group, if the activity is being done by several players and includes information about interaction, besides the one related to the learning process. The information that the agent has to collect of each event are: event identification, game identification, game mode, video game task, educational task, educational goal, task starts, success/failure, added score, player, group and task end. Information collected by agents while the game is running is stored in a global structure, called State of Game. This structure contains details about every interesting event and allows us to analyze sequences of the game in order to study patterns of behavior or repetitive actions. In our platform, players have a set of tools (Synchronous Communication Tools, Asynchronous Communication Tools, Information about the group members, Scheduler, Voting system, Map of the game, Common Warehouse) that enable group communication, coordination and improve the awareness. Using these types of tools, players can maintain contact with their group partners to do the group activities but also to obtain advice or information while performing individual activities, if they need help to overcome them. Therefore, all elements previously stated could appear in both individual and group activities. One of the most important problem is how to identifying interesting events. The Monitoring Agent use a set of events based on the 3 C’s model [7], and clasifies them according to a message classification we have proposed was adapted to interaction analysis in EVG. This classification fall out of the scope of this paper, but can be found in [8]. In general, making an automatic classification of messages produced during the game is difficult. A way to reduce this difficulty is to defining the set of tools to be used and how this classification can be done by using them. In our system, defining specialized agents with specific information associated to them makes the process easier, because the frame of information that every agent collects includes what kind of event it is. Facilitator Agent use some analysis mechanisms based on Social Network Analysis [9] (SNA) focusing the analysis on the educational process that students are doing, specifically, on the collaborative process. From the results of this analysis, we can make adaptations to the learning process to improve the process itself and, therefore, skills of students and learning outcomes. There are diferent types of adaptation actions. Depending on how they are performed, they can be automatic, performed by the teacher (directed) or semiautomatic, if the teacher agreement is required. Depending on the duration, they can be temporal or permanent. Finally, depending on the applicability scope, adaptations can affect only the current game, or the next game or until another change. 4 Conclusions and Further Works In this paper we have presented our proposal of using agents 1) to analyze interaction between players in EVG in order to asses their learning processes and 2) to control the adaptation of the game. These agents have been included as an extension of the architecture PLAGER-VG. We have defined the concept of interesting event and we have presented the information to be collected in order to classify and analyze the learning process during the game and based on the widely known model of the 3 C's. To monitor the interaction during the game, we have proposed the inclusion of additional information (context) referred to conditions under which events occur. This information is collected by a set of special agents of Monitoring Agent type. Once the previously mentioned information has been analyzed, other special agent called Facilitator Agent decided whether some adaptation actions have to be performed or whether the teacher has to be informed. In this last case, the teacher could accept or not the proposed changes. Our immediate future work is to refine and to implement modifications of PLAGER-VG prototype with the agents defined. We want to integrate the prototype with a modular design which allows the design, execution and analysis of educational video games with group activities. We are also intended to improve the adaptation mechanism. We are going to complete the list of adaptation actions and to include the corresponding pre and post conditions to them. Pre-conditions and Post-conditions will warranty the integrity of the game when these new adaptation actions are carried out. This process is dynamically performed while the game is running. 5 Acknowledgments This study has been financed by the Ministry of Science and Innovation, Spain, as part of the VIDECO Project (TIN2011-26928) and Vice-Rector's Office for Scientific Policy and Research of University of Granada (Spain). 6 References 1. Padilla Zea, Natalia. “Metodología para el diseño de videojuegos educativos sobre una arquitectura para el análisis del aprendizaje colaborativo”. PhD Thesis. University of Granada., 2011. 2. 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