256 International Conference on e-Learning’15 A WEB based Platform for Learning Games composing – Basic Concept and Architectural Aspects Valentin Atanasov, Aneliya Ivanova Abstract: This paper aims to introduce a concept for a WEB based platform for learning games composing. The learning games should take its own place in the educational process therefore the defining of architecture of learning game is needed. This architecture could serve as a starting point of learning games development, based on certain didactical approach with clear defined pedagogical goals. The possibility to implement his own learning games thru a web based platform for learning games composing could give the instructor a powerful educational tool in the classroom. Key words: learning games, learning game architecture, learning games composing, WEB based platform INTRODUCTION There are no such significant and irreconcilable contradictions about applying the game in classroom thru ICT. However, the big question is not whether but how to apply games in education. This is the main concern of the teachers when they try to decide how exactly to implement this learning method so popular and warm welcome by the students all over the world. The teachers are not qualified to develop their own learning games that reflect their teaching approach and usually have to use the solutions they find in the WEB. In many cases these solutions are not stable and do not match the pedagogical strategy used by the teacher. A WEB based platform for learning games composing that will enable the teacher to create learning games in a way that correspond to his teaching strategy could provide a solution of this problem. There are many exposed studies which stand for that computer games have inherent educational features [1,2,3,4,5,6,7]. But from the learning point of view there are slight differences between computer games and learning games as a whole in the classroom. Moreover there are certain defined principles of what computer games should correspond to in order to become learning games [2,6,8]. This study synthesized a set of principles, determining the main learning games characteristics. The basic principles that must be taken into account are as follows: Reaching pedagogical goals – Learning game should gain the pedagogical goals defined by the teacher; Targeted subject – The learning game must have clear targeted subject that corresponds to the current curriculum. Platform independent – The release of learning game must be executed/used on various platforms without obstacles on the any of classroom`s computer systems. WEB based – The learning game should have features allowing more accessibility in the existing browsers. Game levels – A good learning game should have a game level manner. Every level should be considered as appropriate knowledge delivery stage. This adopted (eventually) knowledge are purpose of the didactical learning model. Multimedia content – The learning game should provide programing tools for delivering knowledge by the educator using various types of media data – graphics, text, video or audio. Challenge and fun – To be effective learning game should consists of balanced and undivided instructional and fun parts alongside gameplay body. This should be considering as function of GUI, narrative, graphics and other features like sound and FX effects. Intuitive gameplay and navigation – The GUI should be designed at high intuitive level and to provide easy to use gameplay for achieving pedagogical class goals by every student. Learning game which worries some of the students has bad learning game International Conference on e-Learning’15 257 features. Learning games that is too easy to play has bad learning game features[11] (fig.1). Figure 1: The Flow Theory and Flow Learning Game State Results generating – The learning game should not be zero-sum exercises. The generated results for every student should be visible which is one of the pedagogical methods for reaching pedagogical goals Base educational functionality – learning game should provide educational oriented subject corresponding to its topic. Results monitoring – The learning game should provide program tools for viewing and processing student`s results. Ethical approach and respect for personality – In the learning game should be incorporated common accepted ethics and respect for personality in all gameplay aspect (hidden or visible). Well-structured help or guide – The learning game should have easy to find and easy to use well-structured and well-explained help for the game. Didactical functionality – The learning game should provide program tools for didactical implementation implied According to various terms (learning, educational, serious, academic, gamification, edutainment etc.) used in media for designation of computer game with learning purpose in e-Education this article concludes the term “learning game” to be appropriate and meaningful. Definitions: Education: A System that is concerned with the methods of teaching and learning in the schools or schools-like environments [9, 10]. Learning: The acquisition of knowledge or skills through study, experience, or being taught. [9,10] Learning game: ICT based tool by didactical methodology with clear designated pedagogical objectives in current scientific field or fields. ARCHITECTURE OF LEARNING GAME The architecture of learning game relies on the following factors: Content composing system, Educator/Teacher management tools, Database structure, Learner gameplay tools, Help system. The architecture of the learning game is composed on the basis of the following system models: structural, functional and didactical. The structural model of a learning game is implemented as shown at fig.3. It shows objects and static relationships who build the learning game, including elements like game engine, graphic user interface and content types. The functional model is presented at fig.4 and didactical model is shown at fig.5 258 International Conference on e-Learning’15 Figure 3: Structural model of learning game (class diagram) International Conference on e-Learning’15 259 Figure 4: Functional model of learning game The learning game follows the phases, presented above. Crucial role here plays the teacher with scenarios and learning content allowing effective achievement of pedagogical objectives. The didactical model is in relation to instructional goals and consists of pedagogical approaches and teaching methods. The didactical model of a learning game follows the pattern shown at fig.5. Figure 5: Didactical model of learning game 260 International Conference on e-Learning’15 ARCHITECTURE OF THE PLATFORM On the basis of the presented above architecture of learning game, an architecture of WEB based platform for learning game composing is synthesized. The proposed architecture incorporates one of the most spread WEB application patterns – the Model View Controller (MVC). The architecture is presented in a high level of abstraction at fig.6. Figure 6: Architecture of WEB based platform for learning games composing CONCLUSIONS The implementation and use of applications built thru the WEB based platform for learning games composing would led to the following benefits: This architecture provides a pattern for future WEB based learning platforms development; Usage of well-known WEB architectural pattern will reduce the time of the development process; A wide range of meaningful learning games more closely related to the curriculum and the pedagogical approach of the teachers could be implemented; The teachers, instructors or educators will have a powerful e-learning tool in the classroom; The easy-to use model of producing learning games will raise the motivation of the teachers to create and use learning games this way significantly increasing the students’ motivation in classroom. 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Lee, Shang, J., : Reshaping learning, chapter Educational use of computer games: where we are, and what’s next, Springer Berlin Heidelberg, 2003, chapter 13 [8] Gredler, Margaret E., : Games and simulations and their relationships to learning. //D. H. Jonassen (Ed.) Handbook of research for educational communications and technology, 2004, 2nd ed. chapter 21 [9] Oxford Dictionaries (URL: http://www.oxforddictionaries.com/)(Visited at 11.07.2015) [10] Encyclopaedia Britannica (URL: http://www.britannica.com/)(Visited at 11.07.2015) [11] Csikszentmihalyi, M., : BEYOND BOREDOM AND ANXIETY, Jossey-Bass Publishers, 1975 ABOUT THE AUTHORS MSc. eng. Valentin Atanasov, PhD Student, Department of Computing, University of Ruse, Phone: +359 885 866 118, Е-mail: [email protected]. Assoc. Prof. Aneliya Ivanova, PhD, Department of Computing, University of Ruse, Phone: +359 82 888 827, Е-mail: [email protected] The paper has been reviewed.
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