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4.1 Process Stages and Activities The aspects of usability (established in Software Engineering) of a
digital resource concern the presentation of information (fonts,
4.1.1 Requirements Stage colors, sizes, etc.) and the disposition thereof (symmetrically,
The objective is to set goals that will cover the game; to establish asymmetrically, using positive and negative space, etc.). From the
the pedagogic mechanisms, across which the knowledge will be point of view of software engineering usability is ease of use and
transferred to the students; to determine the competences and the learning of an object created by humans.
knowledge areas that must be covered; and to create storyboard
Bearing in mind the quality aspects for serious games, and the
and concept art. Inputs: Game objectives, Pedagogics, Required
analyzed literature on video games and learning objects, a non-
competencies. Outputs: Game Design Document [12]
exhaustive set of basic features that represent a good starting point
4.1.2 Design Stage to achieve a usable product with a good grade of quality were
Its objectives are to create all digital resources needed by the identified:
game engine for the creation of the video game. These digital 1. Short and focused on a single knowledge area to guarantee
resources includes: 2D illustrations, 3D models, Maps, Objects, portability of the video game. In case of a Game Scenario
Materials, surfaces, etc., Sounds and music; and to create game can implement all the knowledge areas of a competency
engine if needed. Input: Game Design Document. Outputs: through a set of mini-games or in a single game.
Architecture Documentation, Digital resources meeting engine 2. Graphical user interface with aesthetic and minimalist
specs. design, friendly, and pedagogically evaluated;
3. Cases with formal reasoning;
4.1.3 Development Stage 4. Cases randomly generated to prevent the student memorize
The objective of this stage is to create the game including: Layout, the answers to problems;
Events, Shader, and AI; to design game play; and to integrate all 5. Challenging content and generating competition among
the above elements with menus, options, etc. Inputs: Architecture students using the game, i.e., cases with different levels of
Documentation, Digital resources meeting engine specs. Outputs: difficulty.
Serious game.
Then, the fulfilment of the requirements must be ensured in order
4.1.4 Testing Stage to guarantee product quality. The compliance with requirements
Its objectives are to test the videogame in the next aspects: must be ensured from the views: pedagogical, educational and
Technical, Knowledge absorption, Usability, Usefulness; to obtain ludic.
efficiency statistics; and to maintain game. Inputs: Serious game,
testing plan. Outputs: Testing results, improvement plan, This Serious Game Requirements Management was not found
corrective actions plan. in the literature review done, so in the next section is presented a
process to match a formal competency with a non-formal content,
4.1.5 Postmortem Stage identifying the aspects and factors that should be implemented in
The objective is to analyze all process and product information the production of the game so that satisfactorily cover the
collected during development process to improve future expectation of the competency within a scholar grade and
developments. Inputs: Testing results, improvement plan, guarantee the quality of the serious game through the fulfilment of
corrective actions plan. Outputs: Improvement and corrective the requirements. This process is called Competency-based
actions logs. decomposition, and it is a proven successful way to accomplish
the production of a digital educational resource [1].
4.2 Serious Games Quality
Velzquez in [1] mentions that the quality of a digital educational 4.3 Competency-Based Decomposition
resource covers various aspects of software development using an To carry out the production of video games, the Competency-
object-oriented paradigm, and issues related to pedagogy. based decomposition has to be implemented as shown in the
Therefore, is identified the existence of pedagogical and technical following figure (see Figure 2). Based upon the review of the
aspects, and usability and content components, which are work in [13] and [14] the definition used in this research for
considered as aspects that determine the quality. competency is as follows: Competencies are all mental resources
of individuals that are used to master tasks, acquire knowledge
Pedagogical aspects contemplate everything that facilitates the and achieve a good performance in some specified abilities with a
teaching-learning process, as are examples, assessments, self- certain skill level.
assessments, feedback, and a pedagogical objective expressed
under any taxonomy, to mention some, Bloom's Taxonomy.
The relationship between teaching methods and quality of the
resource depends on the learning style of the user, so that it is
recommended that the modalities of digital resources include
auditory, visual and kinesthetic, recommendation that videogames
cover perfectly.
In the content items are those that give information about the
complexity of the subject and the level of detail that addresses the
content.
Table 2. Identified competencies and knowledge areas
Knowledge
Competency Description
area
Use basic operations to
reach a particular goal.
Operations
Resolve operations mentally
The numbers, and prioritize them.
relationships Decimal Operations and use the
and system decimal point.
operations In relation to a unit,
determine what fraction
Fractions
corresponds to certain
questions.
Shapes and Relate the figure appearing
Figure 2. Competency-based decomposition process. polygons under his name
respectively.
To achieve portability of video . games and be able to integrate Handling of Creation of new figures
Geometry
independently in formal classes, it seeks to be focused on a solid figures from points or other basic
knowledge area. In turn, a scenario (which integrates different shapes
games under a common graphical standard) is created to cover a Cartesian plane Find an objective from the
competency. Even a scenario could integrate various or just a motion within a plane.
fraction of different competencies, depending on the particular Lengths Application and comparison
need. of the measurement units of
length.
In the next figure (see Figure 3) an example of the implementation Volume Application and comparison
of the competency-based decomposition process is shown. of volume measurement
units.
5. DEVELOPING SERIOUS GAMES Weight/mass Application and comparison
As a proof of concept of the presented process the research team
of the measurement units of
conduct a study case using as scenario the competency-based
Measures and weight/mass.
decomposition of all the official math competencies for sixth
Conversions Perimeters Determining the shape of
grade Math for elementary school in Mexico.
geometric figures from its
dimensions.
Areas Determining the area of
shapes based on its
dimensions.
Time Application and comparison
of the measurement units of
time.
Graphic Creating tables and
representation diagrams to interpret
Information
of results information and amounts
processing
from goals.
Patterns Equivalent
proportionalities.
Figure 3. Competency-based decomposition example. Values of unity Find an objective from
certain indications of a
Processes of
plane.
The first step to develop a serious games is identify the objectives, change
. Cross product Application of operations
pedagogic aspects and the competencies to implement in the
using the cross product.
serious game, so the team identified a set of competencies for
mathematics learning for sixth grade in elementary school in Percentages Use percentages for achieve
Mexico. This activity consisted in a deep review of syllabi and goals.
textbooks contents distributed by the Mexican Ministry of Public Combinations Resolution count problems
The
Education. After that, the team applied the Competency-based and use the tree diagram.
prediction
decomposition approach in order to establish the set of knowledge Odds Application of operations
and chance
area, which should be covered by the developed serious games, through chance games.
see Table 2.
Once competencies are identified the next step is to set objectives,
pedagogical, content and learning activities that will be integrated
into the serious games. With this information proceeds to develop
the conceptual art and game play. Subsequently, the digital
resources for programming the games, including characters,
environments, levels, items, etc. are made. Then, these resources
are integrated into the graphics engine or game production tool,
and performs programming of the products. Finally, testing is
performed and the collected information is analyzed.
Competencies shown in Table 2 lead us to create a through the
presented process a collection of 50 serious videogames oriented
to increase learning encouraging appropriation of specific math-
competencies. An extract of this list is shown in Table 3.
Screenshot for some video games can be seen in the next figures
(Figure 4, Figure 5, Figure 6, and Figure 7).
Figure 7. Math Challenge screenshots.
[9] FutureLab, "Games in Education: Serious Games - A [13] M. Mulder, T. Weigel and K. Collins, "The concept of
FutereLb Literature Review," Harbourside, 2010. competence in the development of vocational education and
training in selected EU member states: a critical analysis,"
[10] R. Ibrahim and A. Jaafar, "Educational Games (EG) Design Journal of Vocational Education & Training, vol. 59, no. 1,
Framework: Combination of Game Design, Pedagogy and pp. 67-88, March 2007.
Content Modeling," 2009 International Conference on
Electrical Engineering and Informatics ICEEI '09, vol. 1, pp. [14] . Daz Barriga, "El enfoque de compentecias en la
293-298, 5-7 August 2009. educacin. Una alternativa o un disfraz de cambio?,"
Revista Perfiles Educativos, no. 111, pp. 7-36, 2006.
[11] N. A. M. Zin and W. S. Yue, "History educational games
design," ICEEI '09. International Conference on Electrical [15] R. Hernndez Sampieri, C. Fernndez Collado and M. d. P.
Engineering and Informatics, 2009., vol. 1, pp. 269-275, 5-7 Baptista Lucio, Metodologa de la Investigacin, Quinta ed.,
August 2009. Mxico D.F., D.F.: McGrawHill, 2010, p. 613.