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Production of Creative Game-Based

Learning Scenarios

A Handbook for Teachers


This handbook has been produced thanks to the contributions of the following authors:

Complutense University of Madrid

Javier Torrente Sapienza University of Rome


Eugenio J. Marchiori
Ángel del Blanco
Pilar Sancho
Iván Martínez Ortiz
Pablo Moreno-Ger
Baltasar Fernández-Manjón Barbara Mellini and Alessandra Talamo

University of Barcelona
University of Naples Federico II

Alessandra Delli Veneri


Frédérique Frossard, Anna Trifonova, Silvia
Alcaraz and Mario Barajas.

CAST
University of Bucharest

Anisoara Dumitrache
Malcolm Padmore and Martin Owen
ProActive has been funded with sup- This document has been produced
port from the European Commission. for the EU LLP Project titled
This publication reflects the views “ProActive: Fostering teachers’
only of the author, and the Commis- creativity through Game-Based
sion cannot be held responsible for Learning” (505469-LLP-1-2009-1-
any use which may be made of the ES-KA3-KA3MP). In the context of
information contained therein. the project this handbook is Deli-
verable 4.3, the main outcome of
Task 4.3 – Handbook for Production
of Creative GBL Scenarios, which
belongs to Work Package 4: Adap-
tation of the Game-Based Environ-
ments.
Table of Contents

1. Introduction .................................................. 5 Appendix: Guide to the Literature........................ 40

About this handbook ..................................................6 General Literature on Game-Based Learning ........... 40

Game Genres and Their Relation to Learning .......... 40


2. The Potential of Game-Based Learning ................ 7
Application of Games in Education .......................... 41
2.1. What are digital games? ......................................7
About the 5 Learning Metaphors ............................. 41
2.2. What is Game-Based Learning? .........................10
Further reading on <e-Adventure> .......................... 41
2.3. Towards a classification of digital games and
their relation to learning ..........................................11 Further reading on EUTOPIA .................................... 42

3. Creating my own educational games................. 15

3.1. Why .create my own GBL scenario? ..................15

3.2. Game editors, platforms and authoring tools. ..16

3.3 ProActive tools: EUTOPIA and <e-Adventure> ...17

4. Design of ProActive GBL Activities .................... 20

4.1. Designing with a Sound Pedagogical Background:


The 5 Learning Metaphors........................................20

4.2. Design of GBL activities .....................................23

4.3. Check your design: Success factor for GBL ........33

5. Experiences using ProActive's Tools .................. 36

5.1. A Case Study of EUTOPIA ...................................36

5.2. <e-Adventure> in practice .................................37


1. Introduction

T
his handbook has been developed in the Please read this document if…
context of the ProActive EU Life-Long-
Learning project, which fosters creative … you are a teacher or educator at a
teaching practices through the use of educa- school, university or other train-
tional games (a.k.a. Game-Based Learning or ing/vocational education institution
just GBL). The project aims to create learning … you are considering introducing games
contexts where teachers from different educa- and/or simulations in your teaching me-
tional levels apply creativity in designing their thods
own GBL scenarios using authoring tools, simi-
lar to other visual applications that are used to … you want to increase creativity in your
create educational content. The educational daily classes
value of the games is enhanced by the integra-
… you’re interested in creating your own
tion of different learning metaphors in their
educational games, but you think an initial
design.
push would help you
ProActive provides teachers with two game
This handbook is a practical guide for teachers
editors: EUTOPIA a 3D virtual environment
and educators at all levels interested in design-
that supports collaborative learning and role-
ing and implementing their own GBL scenarios.
playing, and <e-Adventure>, a tool for develop-
A lot has been argued in favor of GBL in recent
ing 2D educational games. Teachers will be
years, but teachers still find it difficult to inte-
designing their own GBL scenarios in 18 pilot
grate this approach in their current teaching
sites in four different countries (Italy, Romania,
practice.
Spain and U.K.).
This document tries to be a practical guide to a better understanding of the advantages of
help teachers in using games under the vision developing your own games. This chapter is
of the ProActive project and its three main also recommended for readers seeking a brief
principles: creativity, learning metaphors and introduction to the field of game development
GBL. and the ProActive game-authoring tools: EU-
TOPIA and <e-Adventure>.
About this handbook
This handbook is structured in 6 chapters. Chapter 4 is the core of this handbook, since it
provides a practical guide for developing
Chapter 1 is the introduction. Read this chap- ProActive GBL activities. It addresses the use of
ter to get some background about the ProAc- the 5 learning metaphors in game design, the
tive project and this handbook. production of GBL activities, and the use of
success factors to check the quality of the
Chapter 2 provides general background infor-
mation about GBL. It is specially designed for learning experiences produced. This section is
readers who are taking the first steps in GBL. If a must for all readers.
you feel you need to improve your gaming Chapter 5 is a useful resource for teachers. It
background before developing your own GBL provides some examples of GBL experiences
scenarios, please read section 2.1, which in- developed using EUTOPIA and <e-Adventure>.
troduces games and their basic features. Sec- This information can be good for inspiring
tion 2.2 introduces what we understand as teachers willing to apply the ProActive ap-
GBL, and the motivation underpinning this proach in their classes.
approach. Finally section 2.3 provides a classi-
fication of games according to their education- Finally an appendix with a short guide to the
al value. literature is included for readers aiming to get
a deeper understanding of GBL.
Chapter 3 provides some insight about the GBL
approach proposed in ProActive, where the
teacher plays a central role in developing the
games and scenarios. Read this chapter to get
2. The Potential of Game-Based Learning
2.1. What are digital games? to accomplish in order to complete the

T o understand “Game-Based Learning”, it game. To achieve the goals proposed the


is necessary to reach a definition of digi- player has to operate according to the rules
tal games or video games first. Paraph- of the game, which define what can and
rasing Jesper Juul, a reputed theorist in the cannot be done in the game universe.
field of video games, a video game is, generally  Short feedback cycles: Games usually im-
speaking, any game played using computer plement short feedback cycles. In this
power and a video display. It can be computer, manner players perceive the impact and
cell phone, or console game. But this defini- consequences that their actions have in
tion, which probably reflects what we all un- the game world immediately (e.g. in an ac-
derstand by the term “digital game”, doesn’t tion game if you fail to solve a puzzle you
provide a real insight to such a complex me- get killed). This mechanism informs the
dium. What is behind a good video game? Why player how well he / she is performing.
are some games as successful and popular as
 Immersion and engagement: This charac-
top rank films, while others fail? What makes
teristic emerges from the fact that games
digital games so engaging? To answer these
are designed to provide entertainment to
questions we must have a look at the charac-
the user. This is achieved in games
teristics that are present in most good digital
through the application of different tech-
games.
niques: attractive stories, immersive 3D
virtual worlds, increasing difficulty of chal-
 Conflict, Goals and Rules: To engage play- lenges, etc.
ers, games usually introduce an element of  Challenge: An appropriate and balanced
conflict that is well described and defined level of challenge is one of the reasons
and which demands the intervention of the why games are so engaging. Good video
player. The game plot and narrative back- games are neither too easy nor too diffi-
ground are built around this conflict, setting cult for players.
the goals and objectives the player will have
Conflict, goals and rules are present in most good games.
For instance, in Half Life™, a very popular
game, the player is transported to a secret
research facility in New Mexico. Here an
experiment goes wrong. The place fills up
with hostile aliens. A group of Special
Forces are sent to neutralize the incident.
The player is in the middle of it all. Once
the conflict is set, the final goal of the
game is simple: escape alive. In order to
achieve the goal the player will have to
accomplish different intermediate goals
(e.g. kill the final boss Nihilanth) using the
rules of the game (e.g. using power mod-
Figure 1. Screenshot of Half Life™. ©Valve Software. ules to recharge the level of health).

 Adaptability: An almost unique characteristic  Replayability: Good games can usually be


of games - the fact that they run in a computer played more than once. However, this cha-
system allows the game experience to vary racteristic is not present in all games. It is a
from one player to another and between dif- result of a good design and an appropriate
ferent game runs. Adaptability is usually used in balance of characteristics such as adapta-
commercial games to vary the challenge de- bility (presenting different challenges each
pending on the player’s skills and knowledge of time) and immersion (a good game can be
the game, as well as to provide a balanced ex- replayed just as much as a good story can
perience in on-line games. be re-read).
One interesting example of adaptability is the Other characteristics are tightly linked to the
game Left4Dead™, a first-person shooter. In context of the game, such as where it is being
this game, an artificial intelligence system, used, how it is distributed to the players, etc.
called the "Director", controls level pacing and Some of the most interesting of these, from an
item placements, creating a dynamic expe- educational point of view, are:
rience and increased replay value.
 Reward systems: Games usually reward the
players’ achievements as a mechanism to
increase engagement and immersion. One
of the approaches, for example, is to give
points to the players depending on the
time taken to complete an action, the ac-
curacy of the way they solved a problem
or the choices they made. Sometimes the
Figure 2. World of Warcraft™ is a Multiplayer Role-
rewards that players receive are public Playing Game which is famous because of its reward
and visible during the game as a mechan- system. © Blizzard Entertainment.
ism of social recognition.
peers. While in some cases these games
World of Warcraft is a Massively Multip- are designed as collaborative experiences,
layer Online Role-Playing Game which is in other games collaboration arises as a
known because of its points system. The choice of the players.
game usually rewards the player with a
combination of experience points, items,
in-game money and new skills and abilities
after completing every quest in the game.
 Competition: Some video games stimulate
“good” competition, not only between
peers but also self-competition, through
game scoring or online ranking systems.
While some games seem to rely on com-
plex technologies (e.g. powerful 3D graph-
ics) to engage players, games like Brain-
Training™ have proven that fostering
competition through this kind of element
can be a very motivating factor.
 Collaboration: Some video games, espe-
cially MMOGs (Massive Multiplayer Online
Games) promote collaboration between
2.2. What is Game-Based Learning? racteristic is well aligned with educational re-
Game-Based Learning (GBL) is the use of digital quirements, given that most educational ap-
games with serious goals (i.e. educational ob- proaches require the educator to provide stu-
jectives), as tools that support learning dents with feedback about their achievements.
processes in a significant way. It is also known Nevertheless, in traditional educational ap-
as educational gaming. proaches where the instructor usually has to
mark students’ work using conventional means
Studies in the field of GBL show a clear relation (i.e. manually) there is a significant delay until
between playing digital games and learning. students can receive the appropriate feedback.
There are a number of arguments in favour of Digital games can help to reduce such delays
digital games as learning tools. It is more often almost to zero.
argued that they can enhance students’ moti-
vation for learning because of their engaging Therefore, as digital games set the player in a
nature, as discussed in section 2.1. Indeed, world that is free to explore without requiring
digital games can provide challenging expe- the intervention of an instructor, video games
riences that promote the intrinsic satisfaction are an ideal medium to promote authentic
of the players, keeping them engaged and mo- learning and “learning by doing” processes,
tivated. turning the student into the leader of his / her
own learning experience. In this sense digital
Moreover, players have fun while playing a games can provide meaningful learning expe-
game because they have to learn it. Indeed, in riences by simulating highly interactive scena-
games, the challenge usually increases as long rios that professionals encounter in real-world
as the game goes on. Therefore players need settings, where they face open-ended, real-
to improve their skills and learn new strategies world problems.
until the game is completed.
In consequence, digital games represent a
Another feature of digital games that is re- good medium to promote active learning and
markably aligned to good learning is that improve students’ problem-solving skills and
games provide short feedback cycles. This al- not only simple fact memorization. It has been
lows players to explore the game environment demonstrated that for certain target groups
freely, trying out their hypotheses, learning by (e.g. school students), they can increase per-
trial-and-error and getting immediate informa- sonal fulfillment and lead to higher perfor-
tion that they can use to redefine wrong as- mance.
sumptions in a risk-free environment. This cha-
2.3. Towards a classification of digi-  Action: This category includes both first
and third person action games. This notion
tal games and their relation to
refers to how the player perceives the
learning game; in first person the player seems to
The current growth of the gaming field, as well be part of the game, while in third person
as the increase in the quality and number of the player sees his/her own avatar in the
titles produced every year along with the fast game world. Many action games allow the
moving evolution of new gaming technology, player to switch from one mode to anoth-
makes classifying games more and more diffi- er.
Action games require good hand-eye
coordination and fast reflexes. They usual-
ly promote resource planning, spatial abili-
ties (orientation, mental mapping) and,
depending on the setting, can be used to
immerse the player in historic or profes-
sional environments.
Although action games can improve sev-
eral types of skills, their application in
Figure 3. Screenshot of NintendoTM New Mario Bros educational settings is quite controversial
for WiiTM, a good example of non violent action because of their relation with violence.
games. © Nintendo. However, it is important to note that ac-
tion does not necessarily imply violence.
cult. However, it is interesting to observe how
Action games usually present a conflict
most of the general types of games we can
that must be solved by the player; while
make have some educational potential. Never-
violence is one of the most natural ways
theless, which genre would best fit to a certain
to provide conflicts, good action games
educational context would depend on several
can be produced leaving this aspect aside.
parameters such as the learning subject, the
study material, the pedagogical objectives, etc.  Role-playing: These are the games in
ProActive provides the following classification, which the player assumes the role of one
which takes into account potential educational or more characters in a fantasy environ-
uses. ment. As the player usually depends on a
group of characters, cooperation and re-  Adventure: In these games, the player has
source management are promoted. to solve a series of problems and puzzles
Moreover, these games can also promote embedded within a narrative structure to
strategic thinking and problem solving progress in a story. They encourage explo-
skills. ration and problem solving skills, and
promote the establishment of relations
between different concepts.
The use of puzzles also helps to establish a
challenge and generates a problem-
solution-effect cycle that helps both in the
entertainment they provide and as a
learning vehicle.
 Strategy: Usually set in historic or fantasy
environments, these games force the
player to plan the use of resources and
face an enemy following an established
set of rules. Thus, they encourage short
and mid-term planning, as well as the un-
Figure 4. Screenshot of The Secret of Monkey Isl-
and™. The Monkey Island Saga is considered a
derstanding of a usually complex set of
reference in adventure games. © Lucas Arts™, rules. Depending on their realism and en-
1990. vironment, they can be used in education-
Role-Playing games usually include points al settings in order to recreate historic
systems. These points systems can be events.
adapted to be used in education as a  Simulations: These games simulate real
means to evaluate the players’ perfor- processes, events or environments,
mance within the game, or to provide so- through the use of a simplified model.
cial recognition. Depending on the setting, They allow the player to freely modify the
these evaluations can be made directly environment and perceive the results of
available to educators, turning games into his or her actions on this environment.
aids not only for teaching, but for evalua- Typical domains are usually machinery
tion of the learners’ outcomes. (e.g. a combat plane), cities, hospitals,
universities, etc. This type of games spite of their important commercial suc-
achieves a high educational value in the cess, they have limited educational value.
simulated field, by allowing exploration
and theory confirmation through the ob-
servation of the different interactions and The table below summarizes the learning pos-
their results. sibilities in relation with the different game
types described. Different examples are also
provided for each type of game.

Figure 5. Screenshot of Age of Empires™, a classic


strategy game. ©Microsoft™, 1997. This kind of game
has been used in education to improve resource man-
agement skills.

 Fighting and sports: Some people would


argue that fighting and sport games belong
to the action type. However we consider
sport and fighting games as another type
because of the number of the titles the in-
dustry produces every year. However, in
Game type Examples of games of this type Educational value

Violent: Counter Strike, Call of Duty, Battle- Resource planning, spatial abilities
field, Tomb Rider, 1942; America’s Army, and immersion
Brothers in Arms, Gears of War, Callout 3.
Action
Non violent: Mirrors Edge, Super Mario Bros,
Re-Mission, Need for Speed, Mario Galaxy,
Pac-Man, Asteroids.

Fable, Dragon Age: Origins, Dragon Age 2, Ne- Cooperation and resource manage-
Role playing verwinter Nights, The Elder Scrolls, Baldur's ment. They also promote strategic
Gate. thinking and problem solving

Braid, Portal; Monkey Island, Maniac Mansion, To tell stories / encourage explora-
Zelda; Indigo Prophecy, Heavy Rain; King’s tion, problem solving and the estab-
Adventure
Quest; Spyro, Callout 3. lishment of relations between dif-
ferent concepts

Civilization, Lemmings, Starcraft 2, Supreme How to solve problems / encourage


Commander, Age of Empires, Dune II, War- planning / understanding of complex
Strategy
craft, Command and Conquer. set of rules / recreation of historic
events

The Sims, Sim City, Angry Birds, World of goo; Live in virtual worlds / exploration
RollerCoaster Tycoon, Theme Hospital; F-16 and theory confirmation / observa-
Simulation Allied Forces, Il-2 Sturmovik, X-plane, Flight tion of the different interactions and
their results
Simulator.

Fighting and Fifa Soccer Saga, Pro Evolution Soccer, NBA Teamwork, sport practice / hand-eye
Sports Live, Tekken (saga), Street Fighter (saga). coordination and reflex
3. Creating my own educational games

3.1. Why .create my own GBL sce- ing settings have been identified, and can be
summarized as follows:
nario?

F or the reasons mentioned above, an in- The lack of integration of most games with
creasing number of teachers and trainers the current curriculum and the lack of appro-
recognize the value of digital games in priate assessment frameworks inhibits GBL.
education. Most of the successful Game-Based Indeed, COTS games are developed to be en-
Learning (GBL) experiences have used main- tertaining, not educative. Games like Little Big
stream games, like Civilization, the Tycoon PlanetTM or The Age of EmpiresTM provide con-
sagas or The Sims. These games are usually tents that are rich and valuable from an educa-
referred to as “Commercial-Off-The-Shelf” tional perspective, but also include errors, mis-
(COTS) games, because they are ready to be conceptions and inaccuracies to make the
used; teachers or educational institutions just games more attractive. This is usually a con-
need to go to any retail store and purchase cern that parents show when they are told
them for from 10€ to 70€. Some students that their kids will be using games in the class-
could even have a copy of the game at home. room.
Thus, what is the point of creating my own In addition, COTS games are not always easy to
educational games, if there are things out align with current curricula, or do not meet
there ready to be used? Creating a game is a educational standards.
time-consuming task, so in an already time-
constrained curriculum where educators are Technical and logistical issues (cost, licensing,
usually struggling to achieve the goals defined limitations of computers, technical support).
by educational regulators and institutions the Indeed, COTS games can demand last genera-
question is “It is worth taking the time?”. tion computers which are not always present
There are clear benefits that come from using in educational institutions. Or if they exist,
custom games developed directly by educators educators may not have the adequate privileg-
instead of using COTS. Indeed, some barriers es or support to install them.
to the implementation of GBL in formal learn-
In order to overcome the above mentioned ance to their teaching objectives / students’
challenges, ProActive proposes a framework in profile, and that meet the requirements of
which teachers / trainers would design and their own institutions or educational stan-
implement their own learning games. Or at dards.
least, actively contribute to this process.
3.2. Game editors, platforms and
Indeed, educational games available in the
authoring tools.
market generally do not meet educators’ ex-
Nevertheless, the crea-
pectations. Actually
Games can improve learning … but will also tion of high-quality
the quality of many
improve students’ academic achievements? games is a hard chal-
commercial educa-
lenge, with multiple ap-
tional games is low. There are games with educational potential but
proaches and possibili-
This could be re- which are difficult to link to the official curricula.
ties. Which is the best
lated to the fact Good examples are Real-Time Strategy Computer option for teachers and
that big gaming Games like The RollerCoaster TycoonTM Saga, educators, who may not
companies tend to Virtual U or SimCity saga, where players adopt
have an extensive tech-
ignore the educa- the role of business managers. In these games
nical background, or a big
tional market be- players have to take the management decisions
of an organization. For example, in the Roller- budget at their disposal
cause of the diffi-
Coaster Tycoon the goal is to build and admini- to hire a professional
culties posed by a
strate a theme park that is profitable. development team?
wide and varied
curriculum, a lack of The potential of these games is almost evident Most of the people who
interest on behalf since they can help students in developing highly develop their own games
of educational poli- valuable skills like resources management or de- use game development
cy makers, the ina- cision making, but it is uncertain if this will result frameworks, which tend
bility of schools to in a better performance on exams and as a con- to be more or less pro-
find the sort of sequence in a tangible academic improvement. fessional tools. For ex-
money that com- ample, Microsoft™ XNA is
mercial games tend to require and also the a popular framework which enables the devel-
security issues associated with large institu- opment of games for the PC and the XBOX.
tions with small IT budgets. OGRE is another framework centered in 3D
environments which allows the development
Thus, educators can profit from developing
of games that can be executed in almost all
games for themselves that have direct relev-
Operating Systems. However, game program- To address this problem, ProActive proposes
ming skills are needed to use these platforms, two game authoring tools that have been spe-
making this a problematical alternative for cifically created for education: EUTOPIA and
educators. <e-Adventure>.
There are also game editors that hide the pro- 3.3 ProActive tools: EUTOPIA and
gramming complexity of developing games.
<e-Adventure>
These platforms are less technical and more
EUTOPIA
visual, closer in appearance to tools like Micro-
soft PowerPoint than to integrated program- EUTOPIA is an online 3D role-playing environ-
ming environments. ment similar to other virtual environments like
Second Life™. With this platform educators can
Some examples of these tools are 3D Game
create virtual scenarios where students play a
Studio or RPG Maker. The first is a high-quality
role and simulate a specific situation. EUTOPIA
tool for developing all kind of 3D games. The
can be used to improve negotiating skills and
second is specifically devoted to Role-Playing
intercultural awareness of professional train-
Games. Another interesting example is Unity, a
ers and staff in contact with the public.
powerful game development authoring tool
that allows the creation of professional video
games that run both on computer and con-
soles such as Nintendo WiiTM or Play Station
PortableTM. However, these tools are some-
times too complex for non-professional devel-
opers. For example, it is very typical that some
tools allow the configuration of some parts of
the game through a user-friendly interface, but
for others the author needs to produce pro-
gramming-like scripts. Besides these tools are
not oriented to education, which makes it hard
to deal with issues that are inherent to the
domain. For example, it’s interesting that
game creation platforms feature systems that Figure 6. Screenshot of a EUTOPIA game scenario
facilitate evaluation and debriefing. This kind The game development process in EUTOPIA is
of feature makes the teacher's job easier. quite straightforward. Teachers just need to
select one of the predefined 3D scenarios (e.g. EUTOPIA includes several debriefing tools for
a city or a meeting room), select the roles that teachers. For example, they can record the
will take part (i.e. define the personality and whole simulation and play it back later on.
choose a predefined avatar for each character) <e-Adventure>
and assign them to each participant/student.
Then the teacher must set up a virtual session <e-Adventure> is an educational game author-
(i.e. simulation) in a server using the created ing platform centered in the creation of point-
scenario (a dedicated EUTOPIA server is avail- and-click adventure games and simulations. In
these games, which are fully 2D,
the player explores the game
world using the mouse. When the
mouse pointer is over an interac-
tive element (e.g. a character the
player can talk to) visual feedback
is provided. Then the player can
trigger the interaction (e.g. start a
conversation) by clicking the
mouse.
The range of games that can be
created with <e-Adventure> is
more heterogeneous than with
EUTOPIA, but also the edition
process is more time-consuming.
<e-Adventure> provides teachers
with a user-friendly game editor
Figure 7. Screenshot of the <e-Adventure> editor. The image shows a that allows them to define the cha-
character being placed on the scene. racters, items, and scenes that will
compose the game. Then they also define how
able for ProActive users). Participants and
they are linked within the game.
teacher join the session and then they interact
with each other, following the teacher’s plan. <e-Adventure> includes two features that are
very interesting from an educational perspec-
tive. <e-Adventure> includes a configurable
tracking system to monitor students' interac-
tion with game. Therefore students' progress
can be recorded and used for evaluation.
Tracking data can also be used to modify the
game flow, taking also into account student
characteristics and profile (e.g. known disabili-
ties, prior knowledge, etc.). <e-Adventure>
games can be easily distributed through the
web. Besides, <e-Adventure> games can be
delivered through a wide set of e-Learning
platforms like Moodle™ or Sakai™ which can
also establish an active communication with
the games. This is useful for the exchange of
information for assessment and debriefing, for
example.
4. Design of ProActive GBL Activities
4.1. Designing with a Sound Peda- from one who possesses it (the teacher) to
gogical Background: The 5 Learn- another one who acts as a passive receiver
ing Metaphors (the learner). It doesn’t matter who the
learner is and how he / she prefers to learn,

T he first step for designing a Game-Based


Learning activity is to define the ele-
ments that characterize an educational
game. Then it is important to link these ele-
ments to a solid psycho-pedagogical paradigm. 
as learning is always a repetition and a rep-
lication of the acquired knowledge, or
product of an individual mental activity.

 Imitation: The imitation metaphor focuses


In ProActive we consider that we don’t learn in
just one way, but in different ways that de- on modeling behaviours by observing oth-
pend on personal aptitudes, on the situation ers’ reactions to events. The leading idea is
where learning takes place and on the content that vicarious learning experiences can help
to be learnt. The five metaphors of learning to shape one’s own actions.
model is a description of different ways of 
learning for different people, embedded with
 Experimentation: This metaphor is closely
learning theories. Each metaphor represents a
related to “learning by doing” processes. It
preference for learning that is not exclusive. In
applies to learning specific activities, com-
fact, every person is able to use a different
plex or dangerous tasks, as it promotes ac-
combination of the metaphors in different
tive and contextualized learning processes,
situations.
mainly related to practical activities and
The five metaphors are: acquisition, imitation, skills (including refining movements). It
experimentation, participation and discovery, generally applies to individual practices, but
and are briefly described below. may include some social activities, such as
the coordination of teams.

 Acquisition: Regarding the acquisition me-


taphor, the idea is to transfer information
 Participation: This metaphor focuses on  Role of the teacher, which varies from tra-
social aspects of learning. Indeed, the con- ditional teaching since in ProActive teach-
tent transmitted by the teacher acts as a ers are designers of the learning process
stimulus for learning, but he / she cannot and also of the educational game(s).
predict learners’ actions (new meanings and  Role of the learner, who shifts between
learning paths are created). being a passive recipient and an active
 Discovery: Discovery comes from transfor- producer of knowledge.
mative actions through engagement with  Game environment, i.e. not only the vir-
learning materials and situations, and al- tual world and game mechanics being
lows for “incidental” learning experience. used but also what surrounds the game
Learning by discovery can be individual and (e.g. how discussion between peers is
/ or social; the crucial point is that it creates handled).
new contents through an active involve-
ment of the learner.  Learning strategy, considered as the paths
that the respective metaphor provides in
Taking into account the metaphors in the de- order to promote an effective learning
sign phase of the activity can help them to in- process.
crease the pedagogical value of the resulting
GBL experience. Besides, thinking about which  Dominant gaming aspects, referring to the
metaphors they want to use is a way for gaming aspects that are preferred or
teachers to escape from the traditional learn- which better suit each learning perspec-
ing model and include innovative and creative tive.
teaching practices in their daily strategies.  What promotes learning, referring to the
game mechanics that promote learning.
The next grid summarizes the relation be-  Nature of the task, which can be open
tween each metaphor and educational games (predominance of player freedom to self-
based on these features: direct the experience) or closed (the expe-
rience is more guided).
 Learning objectives, understood as brief,
clear, specific statements of what learners
will be able to perform at the conclusion
of activities
Acquisition Participation Discovery Imitation Experimentation

Fact memorization: to To be part of a com- Create new rela- To gain expertise To gain expertise /
Learning
acquire notions and munity tions between ob- / Improve practi- fluency
objectives
concepts jects and concepts cal skills

To explain, question To facilitate the in- To create a game To show / create To provide a task and
and evaluate through teraction between full of undiscovered a model for imita- let the learner ex-
Role of the the game peers in the game meaning; to guide tion perience it within the
teacher the students in game
their discovery
process

To pass levels, advance To contribute by To discover / con- To make a perfect To practice and ex-
in the game or reach interacting to the struct meaning or improved copy periment with the
the highest score by development of the within the game of the model task within the game
Role of the
using the acquired task environment proposed
learner
knowledge or by an-
swering the game
questions

Learning material inte- Virtual environment World with its own Location for ob- Safe environment
Game
grated with game plot, to construct and rules / meanings to servation and where errors can be
environ-
atmosphere and graph- share with others be discovered repetition of oth- experienced
ment
ics /created ers’ experience

View of the contents, Interdependence, Manipulation, ex- Repetition of Trial and error
Learning
possible multiple re- sharing of meaning ploration, deep models and re-
strategy
view of the data understanding ward

immediate feedback; Competition / col- Rules, engagement Rewarding sys- Challenge and re-
Dominant
clear goals, self- laboration; adaptabil- / immersion, flexi- tem, short feed- playability, feedback,
gaming
induced reward cycle, ity / goals common to bility, interactivity back cycle, re- rewarding system
aspects
challenge the community playability
What pro- Self-induced reward The feeling of being The challenge of The credibility of The experience of the
motes cycle (the challenge to part of a community mastering the game the model, con- consequences of the
learning reach a reward or a of practice, social world, curiosity, sideration for the action taken
higher score) recognition intrinsic motivation role-model
to experiment

Nature of Closed Open Open Closed Closed


the task

4.2. Design of GBL activities guidance and stimulates reflections on the


In order to design meaningful GBL activities, it necessary elements to be defined.
is important to consider many aspects. Indeed, To make it more understandable we alternate
the game should be perceived as embedded in the description of the guide with a case study
a learning scenario that takes into account the based on the game Business trip to London.
different parameters of the teaching/learning This game was developed by CATEDU (Centro
context. While planning their GBL scenarios, Aragonés de Tecnologías para la Educación), a
teachers/trainers should take into account the Spanish regional center for educational tech-
specific characteristics of the learning au- nology. Business trip to London was designed
dience, the specific learning objectives, the for learning vocabulary needed for planning a
evaluation approach, the time-space resources trip. It is designed to be used in primary and
or the technical requirements of the games. secondary school settings to teach English. The
Moreover, the step by step organization of the game can be used in several ways: as an intro-
learning activities (i.e. structure of the activi- duction to an English session, to gather stu-
ties before, during and after the game) should dents' initial knowledge about travelling, or as
be planned. homework. This game is freely available at:
Below is a guide that can be followed by http://catedu.es/webcatedu/index.php/
teachers/trainers, in order to consider all these descargas/e-adventures.
aspects before designing their game. It aims at
facilitating teachers’ process of designing their
own GBL scenarios. It provides them with
Table: Guide for designing a GBL scenario.
TITLE OF THE SCENARIO
Keywords

Who do I want to teach?

Age Range and Examples:


grade of the  8 year-old pupils from 2nd grade of primary education
learners  Computer Science Master students
 Adults following a management course
Examples:
Learner special  Learners with hearing problems
characteristics  Immigrants / Foreign students with language difficulties
Adults with low ICT skills
What do I want to teach?

Examples: the subject of the learning scenario is related to the curriculum for:
Learning  History, Physics, Literature
Subject/
 Social studies, Psychology, Computer science
field/ skills
 Transversal skills (literacy, numeracy, analytical skills, social skills, etc.)
Example of pedagogical objectives of the scenario:
 Learners should memorize / get familiar with specific notions and content
 Learners should arrive at new knowledge and develop new concepts
Specific through communication and collaboration with peers
Goals  Learners should learn to be part of a community
 Learners should arrive at new knowledge and develop new concepts by re-
cognizing / creating new relations between known objects / concepts
 Learners should gain expertise / mastery
 Learners should gain fluency in specific practices / skills
How do I want to teach? Rate 0-5

Acquisition (I will transmit / present / explain


content to the learners) 
Imitation (I will show the learners how to do
things related to this subject / content, i.e. I will be 
a model for them)
Discovery (I will provide the necessary artifacts
Learning metaphor for the learners to find out / discover a specific
that can support the concept / knowledge on their own. I will organize 
learning objectives guiding activities and provide tips)
Participation (I will organize sessions in which
learners will discuss, share and / or collaborate for
learning a specific subject / content and I will faci-

litate the interaction between them)
Experimentation (I will organize activities in
which learners will understand, learn how-to, 
practice, and / or exercise)

Narrative description
of the game plot

Description of the Goals


game
Characters

Scenes
Estimated
Learning settings
Time
Examples:
Before the game: In the classroom / at home / at dis-
tance / online, etc.
Narrative Examples:
description of During the game: In the classroom / at home / at dis-
learning activities - tance / online, etc.
step by step organi- Examples:
zation and structur- In the classroom / at home / at dis-
ing After the game:
tance / online, etc.

Total:

How will I evaluate students?

 Examples on how learning impacts will be measured:


Group discussion
Evaluation approach  Test / exam
 Project based assignment
 Personal portfolio
 Feedback from students

What will learners need in order to achieve learning objectives?


Examples of prerequisite:
 Previous skills, such as English reading
 Previous knowledge, such as historical facts related to World
Prerequisite
War II
Settings and materials Examples:
 An environment that permits communication / sharing
 A set of specific rules
 Material / model for observation and repetition of others’ ex-
perience
 A safe environment to practice
What do I need for implementing the scenario?
Examples:
Mandatory  <e-Adventure>/EUTOPIA
Applications
 Flash Player
involved
Examples:
Optional
 Image / video / sound editing tools
Examples:
Mandatory  Internet connection
Infrastructure/  One laptop per learner
equipment Examples:
 Camera
Optional
 One projector
 One microphone
Examples:
Learning Resource Type  Book / digital book on World War II
 Video on non verbal communication
 Images showing CISCO equipment
Examples:
Time / Space resources  Two sessions of two hours face-to-face with learners
 One 45 minutes lesson and one 45 minutes workshop
 One classroom
Other things to consider
Table: Example of using the guide with the Business Trip to London game.
TITLE OF THE SCENARIO Travel Vocabulary - Business Trip To London
Keywords English, volcabulary, game, travel

Who do I want to teach?


Age Range and grade of the learners Primary school students (6-12 years-old)
Learner special characteristics - Not applicable -

What do I want to teach?


Learning Subject: English as a second language
Subject/ Skills: Grammar and usage (basic), Vocabulary (medium), Reading (basic).
field/ skills
 Learners will acquire specific knowledge about travelling (e.g. ticket, plane,
Specific flight, aisle, etc.).
Goals  Learners will be able to hold real conversations about travelling (e.g. book a
plane ticket, get a hotel, etc.)
How do I want to teach? Rate 0-5
Acquisition (concepts transmitted explicitly when
an answer is wrong) 
Imitation (just a couple of characters to imitate) 
Learning metaphor
Discovery (vocabulary can be discovered by ex-
that can support the
ploring the game world) 
learning objectives
Participation (learners discuss and compare re-
sults outside the game) 
Experimentation (try-and-error to solve puzzles) 
Narrative description of the game plot
In the game the player has to plan a business trip to London. The story is
divided in 4 situations to be dealt with by the player.
Description of the
game Interaction is mostly point-and-click. While the player interacts with the
characters in the game they will be asked to choose appropriate phrases
in their context or fill in the blanks with the right choice. If the player fails
an answer then she or he cannot continue (a second chance is given).
These are the four levels in the game:

 Buy the plane ticket using a telephone purchase system. In this phase
the player will have to answer questions about schedules, fares, etc.

 Airport arrangements: Check-in and security control situations.


 Arrival in London: the player has to ask approach a passenger who
seems to be lost at the airport. Then, the player has to find out how to
get to the city center using a taxi.

 Hotel arrangements: The player has to solve a misunderstanding re-


garding the price of the ride with the taxi driver and ask for a receipt.
Then the player has to go through the check-in process at the hotel.
These four situations alternate with drag-and-drop "fill-in-the-blanks"
mini games to enhance interactivity.

Goals
To complete successfully all four situations defined in the game.
Characters
Telephone sales assistant; Flight assistant (at check-in desk); Policeman
(provides help at London airport); Woman (passenger that is lost at the
airport, seeking for help); Taxi driver; Hotel receptionist.

Scenes
Player's Office; Airport (inside & outside); Hotel (outside & inside); Hotel
Room; Arrivals (at London airport); Mini-game scenes

Estimated
Learning settings
Time
Introduction to the module / lesson /
Narrative session driven by the teacher. Short
description of Before the game: explanation about the running and 15 minutes
learning activities interacting with the game (in the
classroom).
During game-play the teacher super-
During the game: vises the session and identifies poten- 20 minutes
tial problems (in the classroom)

Teacher collects assessment reports 10 minutes


produced by the game. Short debrief-
ing session (in the classroom). In the
After the game: next session the teacher will analyze
the results and solve all the miscon-
ceptions and errors.

How will I evaluate students?

 Assessment reports produced by the game


Evaluation approach
 Monitoring during game play
What will learners need in order to achieve learning objectives?
 Basic English reading
 Basic computer use skills
Prerequisite  Basic English grammar (present simple, present continuous,
past simple, future simple, conditional present)

 Computer lab with blackboard and one computer per student


Settings and materials
 Business Trip To London game
What do I need for implementing the scenario?
Applications  <e-Adventure>
Mandatory
involved  E-mail account (to gather assessment reports)
 Internet connection
Infrastructure/ Mandatory
 One computer per learner
equipment
Optional  One projector
Learning Resource Type  Game (Interactive learning resource)
 One 45 minutes lesson and 10-minutes for debriefing dur-
Time / Space resources
ing the next session
4.3. Check your design: Success fac- goals in order to facilitate the player in reach-
ing the final ones.
tor for GBL
Within a previous study performed in ProAc- G2. Are the game’s rules clear and consistent
tive, success factors for the construction of a throughout the whole game?
good educational game have been identified.
Three different dimensions have been pointed G3. Is the challenge in the game appropriate?
Players should strive for continuous improve-
out, namely gaming aspects, learning aspects
ment. This can be achieved by increasing level
and technical aspects. of difficulty. However, the level of challenge
should not surpass the level of possibilities, in
order not to discourage the player.

G4. Is support and feedback accessible at the


times likely to be needed?
Players should be able to perceive the impact
and consequences that their actions have in
the game world, in order to be informed about
how they are performing, check their progress
continuously, and enable them to eventually
Figure 8: Three dimensions of the success factors in adjust their actions. Positive feedbacks are
GBL often associated with rewards, which help the
These factors should be taken into account for player in the achievement of the objectives
and acts as a mechanism to increase engage-
designing successful GBL scenarios. They are
ment and immersion.
presented below as a checklist.
G5. Will it hold the attention of all?
Gaming aspects The game should be engaging, exciting and
G1. Does the game present clear goals and interesting for the wider possible number
objectives that the player will have to accom- within the target group of students. This is
plish in order to complete the game? achieved by using game elements like an in-
The game should include final objectives, but teresting plot / story, an appealing environ-
might also have intermediate / short-term
ment / virtual world, contextualization, chal- L2. Is the game adapted / comprehensible to
lenging goals, etc. the specific students’ profile?
Check that the contents, puzzles and language
G6. Does the game experience vary from one used are adequate for your students, taking
player to another and between different game into account aspects like age, skills, knowledge
runs? level, socio-cultural context, etc.
Adaptability is often achieved by varying the
challenge depending on the player’s skills and L3. Does the scenario provide relevant learn-
knowledge. ing resources, if necessary for achieving the
educational objectives?
G7. Is the game 'replayable'? It is highly recommended that you provide
The player should feel willing to play the game additional content to your students to rein-
more than once. force learning. It could be provided as addi-
tional links, books, reading notes, etc., but also
G8. Does the game scenario promote “good” as content that is embedded in the game.
competition? These aspects should be considered from the
Competition could happen between peers (in beginning when the learning scenario is being
multiplayer games) but could also be individu- designed.
al, through game scoring or ranking systems.
G9. Does the game include elements oriented L4. Does the scenario consider an adapted
to make the games more fun and entertaining? evaluation methodology?
It's important to verify that the game includes In GBL, the rewards system could be adapted
jokes, humor, or any other elements required to evaluate the players’ performance within
to make it more fun. But be aware these ele- the game.
ments will not suit every game! (Inaccuracies
in content can be dramatic in educational set- L5. Is the game embedded in a comprehensive
tings). learning scenario?
The game should be included in a wider learn-
Learning aspects ing scenario which might include other learn-
L1. How well does the game fit with your edu- ing activities, such as further discussion / ref-
cational objectives? lection sessions in the classroom, group activi-
ties, reports, presentations, homework, etc.
For example, cartoon styles are appropriate
L6. Does the game allow for a progressive ac- for kids, while photo-realistic environments
quisition of knowledge? are better for teenagers or university students.
The level of challenge of the learning expe-
rience should be high enough to keep students T3. Is the game flexible and easy to adapt?
engaged but without surpassing their abilities It is desirable that the game could be reused in
so they do not become frustrated. different contexts without the need of com-
plex and costly modifications. Besides teachers
L7. Does the game provide a personalized could be interested in adapting the games
learning process according to the students’ produced by other teachers.
profile?
T4. Are students' computers capable enough to
L8. Does the game provide a context in which run the game?
the level of autonomy of the learner is high? If the scenario is situated in the school, check
first that the organization's equipment meets
L9. Does the GBL scenario enhance students’ the technical requirements of the game. If the
motivation? students are supposed to play at home, you
This aspect is difficult to check beforehand. should check that students have an up-to-date
However, when the GBL scenario is put into computer and band-width Internet connection
practice, it's important to verify if students are at home. This is especially important if 3D mul-
really more motivated; otherwise the scenario ti-player games are used.
should be revised in the future.

Technical aspects
T1. Is the game user friendly and easy to use?
The player should concentrate on the objec-
tives and not on dealing with a bad interface.

T2. How appropriate are the graphics for the


target group?
5. Experiences using ProActive's Tools
5.1. A Case Study of EUTOPIA and finalizing the “learning agreement” with

E UTOPIA has been used in the past to the participants


train young professionals interested in 4. Remote simulations, using an on-line
improving their mediation skills and platform for synchronous group interactions in
strategies (inter-cultural mediators, social af- a virtual interaction environment.
fairs officers, police forces, lawyers, peace-
5. Second follow-up face–to–face meeting
workers etc.). Given the political and social
for a final evaluation test.
impact of inter-community conflict this is an
extremely important goal. Four remote sessions were scheduled: each
one consisted of a simulation meeting and a
Three experiences were organized in three
follow-up meeting. Participants, divided in
different regions of the European Union (Italy,
subgroups, simulated a conflict situation and
Northern Ireland and Cyprus). Classes were
the linked mediation process, supervised by
created in three different conflict contexts: 1)
their tutor. The system gave the tutor the
an urban social conflict (Naples), 2) an urban
chance to choose the "script" for the session.
social conflict coming from an international
conflict (Belfast); 3) and an international con- All activities were followed by a tutor, who
flict acting in the city area (Nicosia). provided feedback on strategies and evaluated
outcomes (how far the group achieved its own
The training was based on a blended strategy,
specific goals, how far it achieved the general
combining classroom learning with e-Learning
goals of the exercise). Participants took part in
based self-study. The sequence of activities
synchronous sessions (together with the tutor)
was as follows:
designed to simulate mediation with specific
1. Design of the simulation environment content and goals.
using EUTOPIA.
2. Training of tutors.
3. First face-to-face meeting, introducing
the goals, contents, methodologies and tools
5.2. <e-Adventure> in practice 400 students from the School of Medicine at
<e-Adventure> is not a general-purpose game Complutense University of Madrid.
editor, so it presents limitations. This is impor- 2D point-and-click simulation games are useful
tant to make the tool more accessible for edu- in providing students with safe test environ-
cators. However, <e-Adventure> is versatile ments where they can reproduce real proce-
enough to develop puzzle and 2D adventure dures or complex sequences of actions. The
games. plot that drives the
game experience is
Below three differ- defined by the own
ent <e-Adventure> rules of the proce-
games are pre- dure. They are usual-
sented, in the aim ly experienced in first
that they can in- person to enhance
spire teachers in realism and immer-
how to use the sion; that is, the
platform. In each player experiences
case a description the game world as
of the game is pro- being part of it.
vided, along with a These games are
screenshot. Their composed with pho-
relation to the 5 tos of real scenarios
Figure 9. Screenshot of the HCT game
learning meta- as realism is an ex-
phors is also analyzed. tremely desirable feature for these games.
The Hematocrit (HCT) game Metaphors: Although all the games have fla-
HCT is a 2D point-and-click simulation game, vors of the 5 metaphors, some are predomi-
where students have to perform the proce- nant in each kind of game. In 2D simulation
dure to measure the Hematocrit level in a games usually experimentation and imitation
blood sample. The goal is to reproduce the are common. Participation is limited all around
procedure as accurately as possible, just as <e-Adventure> since it is not multiplayer.
Acq.

they would do in the real laboratory. This


Exp
Imi
Dis

game was used in real classroom settings with


Parity
Parity is a game oriented to teach the concept
of parity (odd/even) in an active way to 7-8
years-old children. The game has an immersive
and fantastic plot where two turtles are the
main characters: Odd and Even. Nonetheless,
in order to complete the game the player must
solve different drag-and-drop puzzles that are
isolated and self-contained.
Parity is a good example of puzzle games.
These games are composed of a set of differ-
ent puzzles/levels the player must complete.
Each puzzle or level can be seen as a different Figure 10. Screenshot of the Parity game.
mini-game or scene. As the player progresses 1492
in the game, the difficulty of the puzzles usual- The 1492 game is a third-person adventure
ly increases. The puzzles can be embedded in a game. The goal of the game is to recreate the
narrative plot or common story to increase historical feats that occurred in Spain during
engagement. For instance, <e-Adventure> the year 1492, when America was discovered
could be used to develop puzzle-based games by Cristobal Columbus. The real feats are im-
such as Professor Layton and Pandora's Box, mersed in a fantastic plot where a small child,
where the players must complete different Cristobalín, is the main character of the story,
self-contained tests that are embedded into a and the avatar that the player controls.
single story in order to go on in the game, or In third-person adventure games a strong
games such as Brain Training where puzzles narrative plot is the more important element.
are just levels that are not connected at all. All the puzzles and quests that the player must
Metaphors: In puzzle games like Parity Imita- solve in the game are directly related to the
tion is usually the more representative meta- feats that compound the plot. Fantasy and an
phor. immersive game world are usually present in
these games, which are experienced in third
Acq

Exp
Imi
Dis

person (the player controls an avatar) most of


the time. Characters are usually defined with
strong personal traits.
Figure 11. Screenshot of the 1492 game.

Metaphors: In games like 1492 Acquisition and Discovery are usually the more representative meta-
phors.
Acq

Exp
Dis

Imi
Appendix: Guide to the Literature

General Literature on Game-Based haps Revolutionary) Approach to e-


Learning Learning. San Francisco, CA: Pfeiffer.

T he literature is populated with a lot of


information about Game-Based Learn-
ing. Some of this information is academ-
ic, where researchers of the field discuss the
potential, drawbacks and other considerations
However, there are also other publications
that are less formal and more oriented to
teachers and educators. We recommend the
Handbook produced by the European School-
net project:
about Game-Based Learning.
http://games.eun.org/upload/GIS_HANDBOO
Plenty of authors deserve to be mentioned in K_EN.PDF
this category. However, we'd strongly recom-
mend the next articles and essays by Thomas Game Genres and Their Relation to
Malone, James P. Gee and Clark Aldrich. Ma- Learning
lone was one of pioneers in analyzing what If you want to explore in more detail game
makes computer games fun and how these genres and their relation to learning, we rec-
traits can be used to improve learning ommend authors like Amory and Dickey:
processes. However, this interest in games
remained almost unnoticed until authors like  Amory, A., Naicker, K., Vincent, J., y Adams,
Gee and Aldrich started advocating for the use C. (1999). The use of computer games as an
of games with serious purposes: educational tool: Identification of appropri-
ate game types and game elements. British
 Malone, T. (1982). What makes computer Journal of Educational Technology, 30(4),
games fun? SIGSOC Bulletin, 13(2-3), 143. 311–321.
 Gee, J. P. (2003). What video games have to  Dickey, M.D. (2005). Engaging by design:
teach us about learning and literacy. New How engagement strategies in popular
York: Palgrave Macmillan. computer and video games can inform in-
 Aldrich, C. (2004). Simulations and the Fu- structional design. Educational Technology
ture of Learning: An Innovative (and Per- Research and Development, 53, 67-83.
Application of Games in Education Favero (Eds.), Improving learning, foster-
For practical studies in the use of games in ing the will to learn. Proceedings Biennial
education, we suggest reading the next re- Conference EARLI (pp. 31). Padua, Italy:
ports: Cooperativa Libraria Editrice Università di
Padova.
 The Horizon Report 2011, p 20. The  Simons, R.J. & Ruijters, M.P.C (2008). Va-
New Media Consortium: rieties of work-related learning. Interna-
http://net.educause.edu/ir/library/pdf/ tional Journal of Educational Research, 47,
HR2011.pdf 241-251.
 Teaching with games: Using commer-
cial off-the-shelf computer games in Further reading on <e-Adventure>
formal education. Futurelab, 2006. For resources and information about <e-
http://archive.futurelab.org.uk/resources/docu Adventure>, we encourage you to visit its offi-
ments/project_reports/teaching_with_games/T
cial web-site: http://e-adventure.e-ucm.es,
WG_report.pdf
 Emerging trends in serious games and where information and resources are updated
virtual worlds: Sara de Freitas, Becta, frequently.
2008: We also recommend some selected publica-
http://open.jorum.ac.uk/xmlui/bitstream/handl
e/123456789/11703/data/downloads/defreitas
tions in academic journals:
_games_virtual_worlds.pdf
 Pablo Moreno-Ger, Javier Torrente, Julián
About the 5 Learning Metaphors Bustamante, Carmen Fernández-Galaz, Bal-
To learn more about the pedagogical back- tasar Fernández-Manjón, María Dolores
ground behind ProActive, you can read Simons' Comas-Rengifo: Application of a low-cost
theory of the 5 learning metaphors: web-based simulation to improve students’
practical skills in medical education. Int. J.
 Simons, R.J. (2004). Metaphors of learning Med. Inform. Vol 79, pp. 459-467, (2010),
at work and the role of ICT. Workshop doi:10.1016/j.ijmedinf.2010.01.017. Availa-
Learning and Technology at Work: Lon- ble online at:
don. http://dx.doi.org/10.1016/j.ijmedinf.2010.0
 Simons, R.J. & Ruijters, M.P.C (2003). Dif- 1.017. 2010.
fering colours of professional learning. In
L. Mason, S. Andreuzza, B. Arfè & L. Del
 Pablo Moreno-Ger, Daniel Burgos, Iván //www.fridericiana.it/schedanew.asp?isbn=
Martínez-Ortiz, José Luis Sierra, Baltasar 9788883380884 )
Fernández-Manjón: Educational Game De-
sign for Online Education. Computers in
Human Behavior 24(6), 2530–2540. 2008.

Further reading on EUTOPIA


Here you have also some references about
EUTOPIA:

 Miglino, O., Di Ferdinando, A., Rega, A. &


Ponticorvo, M. (2007). Le nuove macchine
per apprendere: simulazioni al computer,
robot e videogiochi multi-utente. Alcuni Pro-
totipi. Sistemi Intelligenti, 19 (1), 113-136,
ISSN: 1120-9550.

 Miglino, O., Delli Veneri, A., Di Ferdinando,


A. & Benincasa, B. (2008). EUTOPIA-MT: La
Formazione alla Mediazione attraverso un
Gioco di Ruolo On-line. In Proceedings XIV
edition of AIPñ sezione sperimentale , Pa-
dova.

 Miglino, O., Venditti, A., Delli Veneri, A. & Di


Ferdinando, A. (2010). "EUTOPIA. Teaching
mediation skills using multiplayer online
role-playing games". World Conference on
Educational Sciences, Istanbul 4-8/2/2010.

 E-book: Delli Veneri, A. & Miglino, O. "EU-


TOPIA-MT: conflict management through
digital worlds" (download version at

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