Session T1E
978-1-4244-6262-9/10/$26.00 ©2010 IEEE October 27 - 30, 2010, Washington, DC
40
th
ASEE/IEEE Frontiers in Education Conference
T1E-1
Work in Progress - Using Interactivity Video
Games Factors to Define Role Playing Games as a
Supporting Tool for Learning By Doing
Gilberto Huesca, Julieta Noguez, Luis Neri and Víctor Robledo-Rella
Tecnológico de Monterrey, Campus Ciudad de México,
ghjuarez@itesm.mx, jnoguez@itesm.mx, neri@itesm.mx, vrobledo@itesm.mx
Abstract - Edutainment has emerged as a computational
area that combines entertainment and education in
order to engage students to learn in creative ways. Role
Playing Games (RPG) are a type of games where players
take the role of a character within a story and make
decisions to advance and reach a given goal. RPG’s are
highly interactive entertainment tools that propose
complex virtual worlds and rich and interesting story
lines. These characteristics could be used to engage
students and as vehicles to deliver educational material.
Based on this, we have developed a generic architecture
for edutainment systems called RchEd. This architecture
defines a User Interface component to support
multimedia deployment. An Edutainment System
component will manage user interactions and the game
development. The methodology, edutainment
architecture and preliminary results are shown.
Index Terms - Edutainment, Serious Games, Role Playing
Games, Physics education, Engineering education.
INTRODUCTION
Serious games are a computational application that
combines serious aspects (teaching, learning,
communication or information) with the playful
characteristics of video games [1]. Edutainment is a specific
serious game application that merges teaching methods and
games characteristics to engage students in order to make
easier their learning process [2]. Its main objective is to
present education in a more motivating way than in
traditional approaches so that students can enjoy more this
process and increase their interest on the content that is
taught. This could augment the quality and efficiency of the
teaching-learning process.
We have conducted a study at the Tecnológico de
Monterrey, Campus Ciudad de México to define video
games critical factors used in edutainment environments.
Based on this study, we have developed a generic
architecture for edutainment systems that tries to maximize
the educational concepts presence and maintain a high
entertainment factor. Also, a Role Playing Game for
teaching Physics has being designed as a case study for this
architecture.
RELATED WORK
Siquiera et al. [3] present a generic architecture for
educational and training systems. Its components give
support to the creation of educational web systems that
manage and present its contents in different media formats.
This architecture defines components that help in the
adaptation process of these contents to the current cognitive
state of the student and the learning objectives identified by
the professor.
Sobral et al. [4] say that a narrative component is very
important in an edutainment system. It can capture and
maintain the student attention using diverse sequence of
events. An architecture for edutainment systems based on
narrative is presented. This architecture includes a
component to represent students as characters involved in an
RPG game. These components will interact with the virtual
world model that will manage the domain model for the
game and the multimedia deployment. Characteristics and
needs of the characters will affect the virtual world
deployment. These needs can be defined as entertainment
goals or educational goals.
To create a balance between what to teach and how to
teach it is a challenging task. The type of game employed
should be defined carefully in order to increase the
effectiveness of the learning concepts. This must be
supported by entertainment factors that fulfill the student
expectations from the game and support teaching needs.
VIDEO GAME CHARACTERISTICS DEFINITION
In order to define which characteristics can help to minimize
the effects of the narrative paradox [4], we have conducted a
survey process divided into two parts. The survey was
applied to professors and students to know their opinion
about the use of video games as teaching/learning tools.
The first process was applied to 28 professors and was
composed of a 20 questions survey. Most of them teach in
an engineering undergraduate level. This study shows that
96% of professors think that a video game can help their
teaching process and 93% of them consider using a video
game in their courses. Also, 35% of professors feel that a
video game could be used as a problem solving tool. Case
study activities, to show a solution where there is not a
unique answer and to create complex projects have 18% of