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Assessment in Serious Games

An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning

Mohammad AL-Smadi and Gudrun Wesiak


Graz University of Technology, Graz, Austria msmadi@iicm.edu

Christian Guetl
Graz University of Technology, Curtin University of Technology, Perth, WA. Graz, Austria cguetl@iicm.edu

AbstractOver the last 100 years, the learning process has changed from being repetitive to a new form of learning based on understanding, independency, learners empowerment and skills improvement. Game-based learning is an example of these new forms of learning in which experiential learning and guided intuitive learning is advocated. As a main part of the learning process, assessment is no more considered to discriminate between students, rather than it is used to enhance students learning and encourage them for further progress and success. In the new era for assessment students play major roles in the assessment process where they participate in alternative forms of assessment based on their behavior and performance. Moreover, they are provided with timely and quality feedback to scaffold their learning process and to maintain their progress and success. This paper proposes an enhanced approach for assessment in serious games through which instructors can define assessment rules to guide students through dynamic feedback. A proof-ofconcept is developed and first findings depict the applicability of providing dynamic assessment and feedback in stealth mode for serious games. Keywords- e-assessment; dynamic assessment; serious games; feedback; game-based learning; ituitive guided learning; achievement.

Given the different learning styles and teaching strategies, educators are faced with the challenge of having to develop learning activities that motivate students and maintain engagement. Therefore, e-learning systems have evolved to incorporate social and collaborative learning tools as well as highly interactive learning material such as games and simulations. Learner motivation and engagement has become a challenge to e-learning systems developers. Therefore, learning types with high level of interaction and challenge such as game-based learning - have become widely used. The use of games technology for learning is not new and online games have been available for more than a decade. According to [4], interactive-learning environments foster knowledge transfer, skills and abilities improvement in general and social skills in particular. A variety of educational online games have become available to increase learners motivation, support collaborative learning and games may foster students to gain knowledge [5]. Sophisticated and simultaneous online games exist for a small group of players to massive multiplayer online games (MMOG). World of Warcraft is the most popular MMOG Western title reaching over $1.4 billion in consumer spending in 2008 in North America and Europe and since 2005, the cumulative spending on subscriptions is reaching over $2.2 billion [6]. Research advocating the use of video games in education can be found in ([7] [8] [9] [10] [11] [12] [13]). The potintial of learning through gaming has been highlighted in literature (cf. [7] [8]). For instance, in [8] the impact of serious games on cognitive development has been discussed, nevertheless 36 possibble learning principles can be acieved through gaming. Among these princeples are the advocation of different learning types - e.g. intutive and expriential learning - and raising motivation and engagement. When students play, they interact with the game by making decisions and taking right/wrong actions and paths. Serious games should have the possibility to define checkpoints (assessment rules) so that to assess players interactions and decisions without breacking the nonlinearity of the game. Moreover, it should provide valuable feedback. However, defining assessment rules to meet the

I.

INTRODUCTION

Over the last decades, our modern life has been influenced by the shift to more global and knowledgecentered society with a rapid development in technology. Educational systems - including teaching and learning - have been struggling to cope with this shift and challenges. Therefore, new and modern teaching and learning styles, settings, and practices have emerged to meet those challenges. These modern settings require people to improve their skills as well as their expertise to cope with the rapid changes in their societies [1]. The emergence of Web 2.0 and the influence of information and communication technology (ICT) have fostered e-learning 2.0 to be more interactive, challenging, and situated [2]. Nowadays learners use technology anywhere, anytime, and they are faced with the challenge of needing to be engaged and motivated in their learning [3].

AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

learning objectives during the design and development of the game limits the educator control on the learning process on one hand and eliminates the flexibility of having non-linear and intutive learning paths within the game scenarios. Therefore, this paper discusses an anhanced approach for decoupling assessment from the game platform and giving the educator more flexibility on defining assessment rules based on the learning objectives, the game context, and targeted audience. II. GUIDING LEARNING IN SERIOUS GAMES THROUGH ASSESSMENT AND FEEDBACK

Frequency: the rate of feedback provision to students differs with respect to instructors, technology, pedagogy, and learner preferences control. Hence, feedback can be immediate, delayed, or dynamic based on the domain and learner action type. ENHANCED APPROACH FOR ASSESSMENT IN SERIOUS GAMES

III.

Digital games content is very interactive thus more engaging. Nevertheless, this high level of interaction can be utilized for supporting learning. When players interact with the game they eventually take possible actions pre-defined in the game model of actions. These interactions can be utilized to define assessment rules based on monitoring the player activities, logging all actions within the game session which can be used to assess the player activities within the game. Serious games represent a challenging as well a rich domain for assessment practices. However, the efficacy of any assessment approach is highly related to the target demographic, usage context, choice of technology, and underlying pedagogy [10]. Hence an attempt to evaluate any assessment model typically results with lack applicability when transferred to other groups of learners, different context and educational situations. Focusing on feedback, literature reviews of feedback in digital educational games highlight the importance of formative models for feedback provision [14] [15]. Reference [16] discusses the feedback aspects in digital educational games based on Rogers feedback classification into evaluative (players get a score), interpretive (players get a score and the wrong action), supportive (players get a score and guidance information), probing (players get a score and analysis of why the player did the wrong action), and understanding (players get a score and analysis of why the player did the wrong action as well as guidance for supportive steps or learning material) forms [17]. Moreover they propose a four-dimensional approach for feedback provision in serious games. According to their approach the following aspects should be considered: Type: feedback type differs based on Rogers classification -discussed above- with respect to students, teachers, or technology thus required aspects to classify feedback such as measure variables, their relationships model, learner model, knowledge model, and domain model- should be considered. Content: content can be classified with respect to the learning outcomes into essential or desirable. Format: the media used to represent feedback (e.g. text, image, voice, etc.).

Providing assessment and feedback in serious games highly depends on the game context, the nature of the scenario within the game, as well as the learning objectives or underlying pedagogy - to be achieved through using this game in education. Therefore, educational games should be integrated with LMSs thus to adapt their content, scenarios, and didactic objectives - e.g. the type of provided feedback to fit with learners i.e. players preferences and skill and knowledge state (cf. [18]). LMSs use the Log of player interactions within the game session to provide more personalized and adaptable content. The player flow within the game will form like a learning path where a third-party tool is needed to interact with the game engine, retrieves the player state, and communicate with LMS so the learner model can be updated as well as adaptive and personal content can be provided during the game next phases. To this end, Providing assessment for serious games holds some challenges especially when it comes to provide dynamic evaluation and feedback for players - i.e. students based on their progress and interactions within the game [19] [20] [21]. In order to tackle this problem an enhanced approach for integrated assessment in stealth mode has been developed. The next sub-sections discuss in detail the approach framework, solution architecture and developed components, and provid proof-of-concept scenarios based on that. A. Framework for Dynamic Assessment and Feedback Provision in Serious Games This sub-section proposes a framework for externalizing assessment and feedback from the game engine based on achievements. The framework considers three main phases: (a) game development phase in which aspects such as target users, learner and game context, pedagogial approaches, and game fidelity are considered by the game developer to tag game objects with pedagogic impact and use them to define potintial achievements players can achieve during the game, (b) assessment and feedback definition phase in which the educator defines assessment rules based on possible interactions of the player with the tagged game objects from the development phase. Moreover, feedback can be defined in the meta-description of the assessment rule as part of the consequances tag (see Fig 2). The feedback can range from simple guidance messages through to initiating dialouge with a virtual character or changing the current scene, game level, or achievements based on giving points, and (c) gameplay phase where the assessment rules are triggered based on the player interactions with the game and subsequant feedback is

AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

provided to the player through the communication mechanism. This Framework has been used to provide achievementbased assessment and feedback to a serious game developed to guide school puplis of how to evacuate the school building in case of fire threat. The next sub-sections explain in more detials how the assessment framework can be used to provide flexible and integrated assessment and feedback to guide learning in serious games. Moreover, it dessiminates technical aspects related to the solution architecure, assessment and feedback type and specifications.

Assessment Model: is an XML based description of behaviour patterns and associated consequences. Behaviour patterns are defined through sequences of possible player actions and conditional matches. While consequences have the primary goal of providing feedback - messages or actions - to the player within the game engine after detecting specific pattern by the assessment engine. Consequences can take a form of action to enable internal measurement operation (e.g. stop watches). The assessment model is authored by the teacher based on the achievements their associated objects and interactions from game development phase. Moreover, the four-dimensional approach for feedback provision in serious games is used to define feedback as part of the assessment and feedback definition phase. Fig. 2 depits an axample of defined assessment rule to teach students not to collect their possessions during fire evacuation. Assessment Engine: loads the related assessment model once it is invoked. The retrieval of the assessment model is based on the learning task and context. Using the model, the assessment engine analyses and match all possible assessment rules when invoked by the game engine by receiving new game flow events. Possible event sources are, log files - for the post evaluation scenario - or direct calls - for the dynamic assessment and feedback scenario - from the game engine.

Figure 1. Architecture for an enhanced approach for integrated assessment in serious games

B. Solution Architecture The architectural design of the proposed assessment approach is based on the service-oriented flexible and interoperable assessment (SOFIA) [22]. This serviceoriented approach has been used to foster flexible integration of the game in the learning environment. The architecture is designed to consider two main scenarios for assessment: Dynamic Assessment and Feedback: in which an assessment interface is attached to the game engine in order to handle events coming from players interactions and calls the assessment engine to evaluate those actions based on predefined assessment rules in the assessment model, and provides the pre-defined feedback associated to those assessment rules dynamically to the player. Post Evaluation: in which a log file has been designed to hold all the actions related to the assessment scenario for specific context e.g. fire evacuation training through tracking the players interactions. Moreover, an assessment engine is developed to interact with an assessment model to evaluate the players progress represented by log file actions against a pre-authored assessment rules to assess specific learning objectives e.g. crawling in Smokey areas during evacuation.

Assessment Interface: handles the communication between the game engine and assessment engine. The assessment engine is managed through a web service developed as part of SOFIA middleware. For this web service an interface is provided and used to call the assessment engine methods. The service is described using the Web Services Description language (WDSL) and uses the Simple Object Access Protocol (SOAP) for messages communication and transport. Log file: is created by the game engine which tracks the player interactions and environment changes and logs these in an XML-based log file. The log file is used for post evaluation to provide report based on player behaviour and performance within the game environment. Fig 3 depicts part of the Log file representing the logging an action of collecting an object - i.e. bag - during fire evactuation. C. Proof-of-Concept The proposed approach has been developed in the context of ALICE1 project to provide integrated-

As depicted in Fig. 1 the architecture consists of the following components:

http://www.aliceproject.eu/

AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

Figure 2. An example of an assessment rule to teach students not to collect their possessions during fire evacuation.

a scenario of teaching students that they should not collect their possessions during fire evacuation was tested using this approach. The instructor uses the Assessment Editor and designes an assessment rule for the game object bag, with a feedback message added to the consequence section of the assessment rule of You took your bag during fire evacuation! You should not collect your possessions before evacuating (see Fig. 2). During playing, if the player collects his bag before leaving the class room, the action fires an event and saves it to the log file (see Fig. 3). The JavaScript function in the Web-based game player calls the interface with that event. The Assessment Engine evaluates that event against the assessment rule defined by the instructor and replies with the feedback message. This assessment scenario can be used to guide the player not to collect their possessions during fire evacuation using dynamic feedback provision (see Fig. 4).

Figure 3. Part of the log file relatd to the event of a player collected their bag during fire evacuation.

assessment forms for serious games [23].The assessment approach aims at providing feedback, thus to support students through a guided learning approach to learn how to evacuate a school building in case of fire threat. The game developed at the Serious Games Institute (SGI) at Coventry University - adopts a freely navigable 3D environment, created within the Unity Engine 2 . The game contains elements of crowd simulation within fire evacuation scenarios, effectively placing the player within the building and monitoring their actions as they evacuate. Hence, provide effective feedback and assessment. It is essential that the game monitors and correctly identifies key actions which may indicate correct and incorrect behaviours. Based on Framework discussed earlier, the principal means through which it is proposed is achieved through the implementation of virtual checkpoints within each scenario, recording players time and state as they pass within a radius of a single point within the virtual space. Nevertheless, the game designer annotates the pedagogical objects and share these annotations as XML file with the LMS. The annotations are used by the assessment designer to provide assessment rules thus to provide feedback to the player once an event regarding one of these pedagogical objects is sent to the Assessment Engine. The Game engine tracks the player behaviour and environment changes and save them to a log file. More precisely, the actions of the players on tagged pedagogical objects fires an event to save a record to the log file. A JavaScript function is developed to send this event to through the interface to the assessment engine. For instance,
Figure 4. The player action to collect his possessions triggered an assessment rule which has a consequence of providing feedback using a virtual character.

http://unity3d.com/

Similarly, another scenario was used to teach the students not to use the elevator during fire evacuation. Nevertheless, more complex scenarios based on context, time, and evironment state are used to evaluate the player behaviour.

AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

For instance, crawling in areas of smoke where evaluated. In the assessment model assessment rules based on environment state and action can be defined. Hence, when the player does not crawl in sections where breathing is difficult - i.e. tagged by game designer as areas with smoke - a feedback is provided based on the assessment rule to stimulate desired behaviour of crawling.

V.

CONCLUSIONS AND FUTURE WORK

IV.

RELATED WORK

For instance the extension of the evidence-centered design assessment model (ECD) [24] with an action model instead of task model which has been used with Bayesian networks to track player actions within the game and to provide an evidence of progress within the game [19]. The aim of this research is to use what they called stealth assessment approach within immersive games to track players actions and with respect to the ECD model to provide formative and dynamic feedback thus to support students learning. However, what they discussed represents an summative approach by which they evaluates the progress of the player in terms of interactions and used it in comparison with the evidence model - part of ECD - to provide an evidence of learning and skills achievement. Another example is the so-called micro-adaptivity approach for assessment in educational games [21] [25]. The approach has been developed in the context of the Learning Experience and Knowledge TRAnsfer (ELEKTRA)3 project. The ELEKTRA framework uses the Competence-based Knowledge Space Theory (CbKST) to model the competencies required by the student to achieve a learning goal. The basic idea of CbKST is to associate problems in a domain with skills in order to provide a model of competencies for a specific domain which can be used to update the knowledge and skill state of the learner in a learning domain. The ELEKTRA game and its successor 80Days4 game tracks the player interactions and uses them to update the competence state represented in the CbKST for the learning domains provided in the games. However, according to [25] the approach demands extra load on authoring aspects to define all required information for the models as well as computational load as the game updates the CbKST based on each player action. Another example is the adventure game engine called <eAdventure> [20], which authors claims that the <eAdventure> is flexible to be used with educational modeling languages - i.e. IMS Learning Design (IMS LD) - to design the pedagogical impact of using assessment rules in the game engine to evaluate the progress of the players, and hence to provide personalized and adaptive digital educational games.

Video Games have a prominent impact on raising motivation and engagement. However, using video games for education demands a compromisation between games intertainment and instruction. Moreover, requires more attention on game design when it comes to use it for education. It is intutive that serious games have positive impact on students motivation and engagement [26] [27]. However, designing games for education demands further alignment with instruction and lerning. Among this, and some others, stimulating pedagogic-based desired behaviours within the game. Quality assessment forms play major role on raising motivation and engagement. Thus, comes this idea of how to design integrated forms of assessment to stimulate desired behaviour in serious games without obstructing the non-lineariy of the game. In order to meet such challenge, an assessment and feedback approach in serious games is designed to help guiding players to learn better in an entertaining way. The proposed approach builds on a pedagogicprominent framework to design assessment and feedback apart from the game engine and use them to stimulate desired learning. Through an externalization of the assessment process, the framework supports interaction between educators and serious game designers, allowing pedagogic content to be identified at the development stage and then manipulated dynamically in response to learner actions and interactions within an overarching set of pedagogic goals defined by the educator or trainer. The method supports integration with automated assessment technologies, allowing such tools to recognize and respond immediately to learner actions by modifying the game environment or triggering feedback. The decoupling of the serious game - as a complex learning resource - and the assessment engine utilized via web services - fosters the accommodation of various learning contexts and pedagogical approaches. A proof-of-concept is illuistrated in Section III where the player receives a feedback from a virtual character within the game through which the player is guided to learn through tacking action correct / incorrect. The appraoch advocates an intutive way of learning through allowing the learner to explore the game environement and eventually recieves consructive feedback. Looking ahead, exerimenting this approach with different 3D virtual worlds thus to evaluate the flexibility and reliability of the architecture as well as to scale the features provided for assessment and feedback is the main concern for future work. Enhancing the assessment model to optimize the evaluation of players behaviour thus to provide not only interpretive feedback (players get a score and the wrong action), but also other forms of feedabck such as supportive (players get a score and guidance information), probing (players get a score and analysis of why the player did the wrong action), and understanding (players get a score and analysis of why the player did the wrong action as well as guidance for supportive steps or learning material) [17].

http://www.elektraproject.org

http://www.eightydays.eu

AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

ACKNOWLEDGMENT This work has been supported by the European Commission under the Collaborative Project ALICE Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems, VII Framework Programme, Theme ICT-2009.4.2 (Technology-Enhanced Learning), Grant Agreement n. 257639.

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AL-Smadi M., Wesiak G., & Gtl, C.,(2012).Assessment in Serious Games: An Enhanced Approach for Integrated Assessment Forms and Feedback to Support Guided Learning, 15th International Conference on Interactive Collaborative Learning and 41st International Conference on Engineering Pedagogy, Villach, Austria 26-28 September 2012.

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