1
Towards a new requirements’ definition methodology
using ontologies for Pervasive Games Based Learning
Systems
Yemna MEJBRI
1,4
, Maha KHEMAJA
2,4
and Kaouther RAIES
3,4
1
National School of Computer Sciences, University of Manouba
2
Higher Institute of Applied Sciences and Technology, University of Sousse
3
Faculty of Economic Sciences and Management, University of Sfax
4
PRINCE Research Group, ISITCom, Sousse
Abstract
Since a Pervasive Games Based Learning System (PGBLSs) is considered as technology enhanced learning system, it
becomes important to enhance the development process. Despite the growing presence of mobile devices and the wireless
network communication technologies, users needs satisfaction is particularly challenging due to problems arising from the
highly dynamic environments in which services will operate. We propose, in this paper, a semantic model driven
requirements engineering process in order to improve the development of PGBLSs. This model is based on an ontology of
requirements (RO) as a powerful formalism to assist requirements' analysts for fulfilling changing requirements in
PGBLSs dynamic contexts. In such environments, analysts have to establish the relative priorities of requirements for
resolving conflicting requests. For this issue, a requirements analysis technique is also proposed.
Keywords: Pervasive Games based Learning Systems, Ontology, Requirements Engineering, Analysis technique, Game Theory.
Received on 19 November 2016, accepted on 5 December 2017, published on 4 January 2018
Copyright © 2018 Yemna MEJBRI et al., licensed to EAI. This is an open access article distributed under the terms of the
Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use,
distribution and reproduction in any medium so long as the original work is properly cited.
doi: 10.4108/eai.4-1-2018.153533
1. Introduction
PGBLSs were born in the interplay of several subsystems.
As such, a PGBLS includes the pervasive computing trend
which aims to open up the design space of games by
expanding the contractual magic circle of play spatially,
temporally or socially [1]. Thus, pervasive games (PG)
constitute the central stone of a PGBLS. Within a PG, a
player may have effective and interactive experiences that
motivate and engage her/him in the learning process by
putting him/her into virtual environment of learning.
PGBLSs demand operating in highly dynamic
environments and adapting to the current and changing
requirements of the user’s context. In general terms, context
can be seen as being “any information used to characterize
the situation of an entity. “An entity is a person, place or
object that is considered relevant to the interaction between
a user and an application, including the user and the
application themselves”[2]. Context information does not
only describe static invariants aspects, but also it is
characterized by frequent changes and dynamic information.
As we move into a new era of dynamic context, more
attention is needed to support the requirements of PGBL
systems and allow their evolution at runtime. Once a set of
new PGBLSs requirements are identified, it is difficult to
implement all of them due to time, resource and budget
constraints. PGBLSs requirements should often be
implemented in stages, and their analysis helps determining
which ones should be implemented first. A function can
always be added and the user interface enhanced. Some
requirements are critical for the success of the system.
Hence, requirements should be analyzed so that the ones
that are most likely to achieve customer ’s satisfaction can be
selected for implementation.
Due to the emergence of studies on technology enhanced
learning systems, the capacity to build pervasive games
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12 2016 - 12 2017 | Volume 4 | Issue 14 | e5