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