A Model to Support Outside Classroom Learning Boumediene Belkhouche Heba Ismail Fatmah Ramsi College of Information Technology United Arab Emirates University Al Ain, United Arab Emirates b.belkhouche@uaeu.ac.ae College of Information Technology United Arab Emirates University Al Ain, United Arab Emirates hebaismail20@gmail.com College of Information Technology United Arab Emirates University Al Ain, United Arab Emirates F.alramsi@gmail.com Abstract— We address software engineering issues related to modeling game-based learning systems to support the kind of independent learning that takes place outside the classroom. After evaluating existing game-based learning (GBL) frameworks and identifying GBL characteristics, we elaborate and express formally a set of functional requirements that capture the many dimensions of GBL systems. From these requirements, we propose a GBL system structure that consists of an instructional subsystem, a control subsystem,, and a game subsystem. We use this model as a foundation to develop a fully operational GBL prototype intended for children to learn about the concepts in many microworlds. The game has a knowledge acquisition phase and a challenge phase. In the learning phase, the learner interacts with various objects and learn about their characteristics. In the challenge phase, the player is presented with several challenges related to objects he/she met. This phase is used implicitly to assess the impact of the first phase on the learner. The positive results of an experiment to assess the impact of this game on concept acquisition are discussed. Index Terms—game-based learning, requirements elicitation, software model, independent learning. I. I NTRODUCTION Digital natives spend the majority of their time interacting with devices ([1]–[4]). They play, communicate, collaborate, and learn while connected. A substantial amount of their knowledge is acquired through cyberspace exploration. This form of knowledge acquisition is referred to as “cyberlearning” [5]. Unlike the traditional educational environment, the cyberlearning context, molded by the ICT infrastructure, is in need of new models of learning processes that integrate technologies and learning sciences. Technology, specifically virtual reality and smart devices, offers opportunities to support learning activities outside the classroom. These devices have grafted themselves into our bodies and our environment, thus making us components of cyberspace and extending our affordances ([1]–[3], [6], [7]). It is stipulated that cyberlearning supports constructivism by affording learners independence, exploration, self-discovery, and knowledge construction [8]. Game-based learning (GBL), conceived as the integration of games and learning, is being advocated as a major component of cyberlearning ([2], [4]). GBL is one example of multimodal platforms that promotes the concept of independent knowledge construction and skill acquisition by involving various channels of learning that increase comprehension and retention ([9], [10]). As confirmed by statistics, the popularity and widespread use of video games is undeniable [11]. This high popularity and the ensuing social and economic impact have triggered video game studies in various domains, such as cultural, social, psychological, technical, and educational. For years, the vast majority of research on the effects of “gaming” was focused on its negative impact: the potential harm related to violence, addiction, and depression ([12], [13]). However, the nature of these games has changed drastically in the last decade, becoming increasingly complex, diverse in purpose, realistic, and social in nature. Recent studies suggest that playing action video games improves working memory [14]. Other studies found that controlled and balanced use of video games can bring opportunities for developing meta-cognitive skills (i.e., the ability to think about one’s own thinking), developing identity, and becoming social ([9], [15], [16]). In addition, many GBL researchers estimate that games trigger learning ([17], [18]) and can be effective in supporting learning activities in schools, and particularly, as a component of the formal educational context ([6], [19]–[22]). A large body of research experiments to assess the impact of GBL demonstrates that the use of GBL results in higher effect sizes compared to traditional education ([9], [20], [23]–[25]). However, there remain multiple claims about GBL that cannot be substantiated ([26], [27]). One aspect of the disagreement stems from the lack of balanced integration of concepts from pedagogy, instruction, assessment, content, and technology into an operational software model. Another aspect with GBL research is the diversity of concerned disciplines, which include the fields of education, psychology, learning sciences, and computing. This fact reveals disparate perspectives of GBL community on the nature and quality of the intended learning. Due to this diversity and related jargon, critical concepts (e.g., “design”) have no common interpretation leading to fragmented integration efforts and hybrid models that lack conceptual consistency and generality. Even though the GBL community understanding is converging towards common concepts and principles, from a Software Engineering point of view, there have been no attempts at explicitly elaborating design requirements for GBL systems. Typical studies addressing GBL design describe abstractly the notion of “game” requirements in the form of GBL goals, features, and mechanics. Qualitatively, it is highlighted by various researchers that there is a need for game-based learning design frameworks that integrate learning outcomes into games without compromising fun and engagement. Proposed GBL frameworks are described in highly conceptual terms that do not provide any guidance for software design and implementation. For example, the concept of learning remains undefined, and even though we have an intuitive idea about it, we still need an operational definition to guide its software implementation ([28]–[32]). Given that GBL systems are first and foremost software systems, not applying Software Engineering processes to address GBL development systems constitutes a serious flaw in modeling these systems. Hence, we investigate software development issues associated with GBL systems. Our approach involves: (1) analysis of some established GBL design frameworks; (2) elaboration from these conceptual designs of a set of software requirements and a software model that capture the functionality of GBL systems; and (3) implementation and assessment of a prototype to demonstrate the feasibility of our approach. The proposed model is intended to foster common understanding of GBL systems and to serve as a sound template for design and implementation. The rest of the paper is structured as follows. In Section II we overview criteria and attributes of what is deemed a “good educational game”. In Section III we summarize proposed game design recommendations. In Section IV we capture the GBL model as a system consisting of three major subsystems: instruction, game, and control. In Section V, we elicit requirements and use SysML [33] to express these requirements. and In Section VI, we describe a prototype implementation based on our model. In Section VII, we describe an experiment designed to assess the impact of using the prototype and analyze the results. Finally, in Section VIII, we summarize the contributions of our research. II. GBL E FFECTIVENESS C RITERIA Various researchers investigated criteria and attributes of good educational games. For example, Gee [34] analyzed existing games trying to find out whether they achieve the requirements of deep learning. He defined six key properties for good digital games to promote deep learning: (1) an underlying rule system and goal to which the player is emotionally attached; (2) micro-control that creates a sense of intimacy or a feeling of power (i.e. using an avatar or giving the player control over some elements of the game); (3) experiences that offer good learning opportunities in familiar game worlds; (4) a match between affordance (i.e., features in the game worlds that allow for some actions to be taken) and effectiveness (i.e. the ability of a player to carry out such an action), (5) modeling to make learning from experience more general and abstract, and (6) encouragement to players to enact their own unique trajectory through the game. Shute [35] synthesized GBL effectiveness criteria in the literature and proposed seven core elements of well-designed learning games: (1) Interactive problem solving: games require ongoing interaction between the player and the game, which usually involves the requirement to solve a series of problems or quests; (2) Specific goals / rules: games have rules to follow and goals to attain which help the player focus on what to do and when. Goals in games may be implicit or explicit; (3) Adaptive challenges: good games balance difficulty levels to match players’ abilities. The best games and instruction hover at the boundary of a student’s ability; (4) Control: a good game Shall allow or encourage a player’s influence over gameplay, the game environment, and the learning experience; (5) ongoing feedback: good games shall provide timely information to players about their performance. Feedback can be explicit or implicit, and as research has indicated, has positive effects on learning; (6) Uncertainty evokes suspense and player engagement. If a game “telegraphs” its outcome, or can be seen as predictable, it will lose its appeal; (7) Sensory stimuli refer to the combination of graphics, sounds, and/or storyline used to excite the senses, which do not require “professional” graphics or sound to be compelling. Dondlinger [36] reviewed literature in GBL addressing the question “How video games can be designed to facilitate learning?” In her review she identified characteristics of effective game design that promote learning. She highlighted that games shall include: (1) a system of rewards and goals which motivate players; (2) a narrative context which situates activity and establishes rules of engagement; (3) learning content that is relevant to the narrative plot, and (4) interactive cues that prompt learning and provide feedback. A common core can be derived from the properties and characteristics of effective GBL design identified in the literature. There is an emphasis on the importance of interactive systems that promote learning and feedback creating suitable learning experiences, well-defined goals and rules, suitable levels of challenge that increase engagement and user control. On the other hand, Gee alone emphasizes the importance of modeling learning experience so as to make learning more general and abstract, whereas Ke attributes the user engagement to the fantasy and uncertainty of the game in addition to the suitable challenge level. III. GBL D ESIGN R ECOMMENDATIONS Considering empirical studies assessing the effectiveness of GBL, Hakan et al. [37] assessed the effects of the game on primary students’ achievement and motivation in learning geography. They found that exploration, interaction, collaboration, and immersion in computer games may provide rich opportunities for geography learning. Further they highlighted the importance of giving the learner an active role engaging with domain-related information while designing learning environment (e.g. avatar). Ebner and Holzinger [19] assessed whether and to what extent online games have the potential to contribute to student’s learning in higher education and found that a high level of motivation is often a prerequisite for success in GBL. They suggested that high score lists and content of the game shall be motivating factors. Furthermore, they highlighted that incidental learning occurs when it is unexpected and hence players immerse in the game because they do not realize they are playing. This in turn results in a better learning experience. Finally they emphasized the importance of designing suitable levels of challenge that are gradual so as to increase user engagement. Ke assessed the effectiveness of GBL in teaching math for 4th-5th grade students during a summer camp and proposed some GBL design recommendations that contribute to the effectiveness of GBL such as (1) conceal learning in the game environment by using authentic learning activities associated with a virtual identity or character, (2) select game difficulty level appropriate to learner level and background, (3) elaborate a design that allows reflection and analysis through ratio reward, where players dedicate sufficient time for every stage and by utilizing elaborate feedback to give the player the chance to evaluate performance and adjust accordingly [20]. Several researchers attempted to model the design of GBL governing the design of the learning experience, in order to facilitate good educational game development. For example, Kiili’s [28] proposed the Experiential Model that supports reflective thinking and construction of new knowledge in game-based learning through the application of flow theory. van Staalduinen [29] proposed the Game-Based-Learning Framework that integrates game elements with instructional and educational theories in order to have a comprehensive framework supporting the design and analysis of effective educational games. Arnab et al. [31] proposed the GM-LM model that maps learning mechanics to game mechanics. Therefore, learning mechanics that reflects different learning goals and instructions are mapped to game mechanics composed of game components and goals. Carlvalho et al. [32] proposed the Activity Theory-Based Model for Serious Games in which game design is linked to the player sequence of activity providing more concrete understanding of educational games design. The design recommendations are fairly similar, mainly focusing on interactive learning experience in authentic learning environments, adaptive challenge and user-control, and are consistent with the above effectiveness criteria. The proposed design models share common elements, such as: goals, rules, learning experience (i.e, composed of goals, actions, feedback, application and debriefing), and challenge. Furthermore, by analyzing the underlying assumptions of these GBL design models we found that they are developed based on subset or all of the GBL effectiveness criteria defined in section II. This emphasizes the assumption that we made earlier that effective GBL systems share a common set of generic functional requirements. IV. GBL AS A S YSTEM Given the diverse components of GBL, it is fairly reasonable to analyze GBL from a system viewpoint. We analyzed four abstract GBL frameworks ([28]–[32]). Based on this analysis and the GBL recommendations and design effectiveness (sections II and III), we synthesized the structure of a GBL system (Fig. 1) and elaborated a set of GBL system requirements to establish a set of overall objectives that the system shall meet. We grouped system requirements into three major subsystems, where each group includes a set of related requirements Fig. 1. GBL System Structure that can be individually or collectively met by a subsystem. GBL system requirements are thus partitioned into the following groups: Instructional Requirements. Learning objectives must be explicitly captured in educational ones. They must guide the design by providing an initial framework within which the game is played. The learning objectives also provide a set of underlying assumptions that cannot be violated. They direct the selection of the learning content, the learning activities and the educational approach followed in the GBL. This requirement suggests an Instructional Subsystem composed of the learning content, learning outcomes, educational approach, and assessment rules. • Control requirements. The game shall implement a control logic that is aligned with the game rules and satisfies the learning objectives. The control logic as the name implies control all aspects of software components such as data organization and representation, interaction logic and object implementation. This requirement suggests a Control Subsystem: consisting of interaction logic controlling the implementation of the learning activities, educational approach, challenge, and assessment rules as well as controlling the organization and presentation of learning content. • Game Requirements. GBL system should implement specific rules directing the game flow, mechanics, scoring and some user controls in alignment with the game goal. The game rules are built on top of specific game story. This requirement suggests a Game Subsystem: composed of story (i.e. game logic), game mechanics, physics, and game data. • TABLE I S UMMARY OF GBL S YSTEM R EQUIREMENTS User Requirements Specific goals Specific Rules User Micro Control Learning Experience Adaptive Change Generic GBL System Requirements A GBL system shall: 1. implement and display specific learning content in different forms to support predefined learning outcomes. A GBL system shall: 2. implement specific rules directing the game flow, interactions, and scoring in alignment with the game goal. A GBL system shall enable the player to: 3. choose an “Avatar”. 4. customize the “Avatar”. 5. choose amongst available quests and adventures. 6. change game options. 7. exit the game. A GBL system shall enable the player to: 8. explore the game environment. 9. view instructions in the form of artifacts, hints, tips or messages. 10. inquire for information. 11. get feedback. 12. interact within the game context with game characters and objects. 13. make decisions. 14. choose from alternatives. 15. modify/correct action. 16. replay a quest. A GBL system shall: 17. assess the player progress based on predefined rules. 18. calculate the score. 19. display the score. 20. update player’s win/lose status based according to predefined rules. 21. adapt difficulty level to player’s progress based on predefined rules. This conceptual view is captured in a SysML [33] toplevel package shown in Fig. 1. The GBL model is represented as a hierarchy where the parent is the GBL system and its descendants are the three components, consisting of the instructional, game, control subsystems. The dotted arrows represent the dependencies among components and the crosshair symbol represents containment. As stated in the previous sections, there are some common effectiveness criteria of GBL that were emphasized by the empirical studies and further modeled in the GBL design frameworks. We will use these common criteria as basis to construct a generic set of GBL system requirements that are considered essential for any effective GBL system. The GBL system shall (see summary in Table I): (1) Implement specific goals: by implementing specific learning content aligned with predefined learning outcomes; (2) Implement specific rules: implementing rules directing the game flow, interactions, scoring in alignment with the game goal; (3) Allow users to micro-control elements in the game: by enabling the user to have control over some actions, movements in the game Fig. 2. Package for Top-level Requirements environment through means of implementing an avatar with associated privileges and controls such as: changing the options of the game, selecting levels, choosing features, deleting some features or undoing some actions, etc.; (4) Implement suitable learning experience: by implementing number of interactions that normally include collecting requirements, solving puzzles or overcoming challenges and quests in a familiar game environment that put the user in an experiential learning experience where he/she can explore, reflect, understand concepts, get feedback, apply knowledge, make decisions, discuss and debrief; and (5) Implement adaptive challenge: by implementing suitable difficulty levels that match the players skill level. V. R EQUIREMENTS D ECOMPOSITION The analysis of the top-level requirements shows that the user micro-control, the learning experience, and the adaptive challenge requirements are controlled by game rules which must be aligned with game specific goals. Again, we use the SysML package structure to express the dependencies among the requirements. In the package diagram, each package captures a specification and the overall package structure corresponds to a typical specification tree that is a useful artifact for describing the scope of requirements for a project. Fig. 2 shows the relationships among the toplevel requirements as a package tree specification. The two major relationships represented here are containment (crosshair symbol) and dependency (dotted arrow line). Each component is further refined in a requirement diagram as shown in figures 3–5. Such a diagram is used to identify a given requirement and to express its various relationships. This explicit modeling provides support for traceability and other types of analysis. Fig. 3 illustrates the decomposition of the user micro-control. This decomposition shows a main Fig. 3. User Micro-Control Requirements Decomposition requirement thats consists of four sub-requirements and one requirement that derives from another. Each requirement is labeled with an identifier, its text, and a unique identification. Fig. 4 illustrates the decomposition of the learning experience and Fig. 5 illustrates the decomposition of the challenge requirements. Based on these requirements a use-case model for the player actor is defined as shown in Fig. 6. to the player. Fig. 7 illustrates exploration paths that take the player from one environment to another. The structure of the environment is such that navigating it from one scene (picture in the figure) to another exposes new concepts that lead to the acquisition of new knowledge by allowing the player to associate concepts with objects in the actual world. VI. GBL P ROTOTYPE This subsystem supports activities to promote learning. Building the instructional model requires addressing the following questions: • What is the kind of knowledge to be captured? • How is the learning content (source of knowledge) organized? • How is the learner going to discover this knowledge? • How large is the space of choices given to the learner in order to support a flexible and diverse exploration paths? • How are the scenes (representing familiar environments) synthesized? • What are possible actions the main character (learner’s avatar) is capable of performing? 1) Knowledge Selection and Organization: Similarly to traditional education, the knowledge to be acquired drives the selection of what is to be learned and forms the basis for the learning content. Typically, a set of outcomes is defined and themes and topics are outlined to cover these outcomes. This section presents a concrete model (i.e., a game) of game-based learning that is a refinement of the game design described earlier. It is an adventure game intended for young children, where the player explores a universe made of small environments (microworlds representing familiar and authentic places, such as home, school, hospital, farm, etc.). The learning strategy of the exploration is to acquire vocabulary in a multimodal representation (word, pronunciation, picture, meaning). When the player starts the game, he/she performs actions to move in the environment and interact with objects. An interaction between the player and an object triggers a response from the object to expose its attributes. During exploration, the player is given a wide range of choices and paths to construct his/her knowledge. Such a capability is achieved through interactions and a variety of decision-making points provided by the environment. The usecase model shown in Fig. 6 summarizes the actions available A. Instructional Subsystem Fig. 4. Learning Experience Requirements Decomposition Resources, such as books, are identified and lectures are developed and delivered. The GBL context is radically different. Even though it must achieve the same learning outcomes, it must not just mimic the traditional delivery. Assuming that the learning content is captured in the traditional resources used in the classroom, this learning content has to be remodeled by carrying out the following steps: 1) Concept selection: in GBL, knowledge must revolve around concepts, not data and information as found in textbooks. Thus, defining a consistent set of concepts to cover the outcomes is not only fundamental, but an arduous task. The tasks of this stage are carried manually before the design of the GBL prototype by curriculum developers and dictated by learning outcomes. 2) Concept organization: the sequential structure of textbooks dictates a linear coverage. GBL supports explo- ration of concepts through various paths. This capability requires a network structure wherein the nodes are concept clusters. Concept clustering and ordering are two major relations required to organize the network structure. Clusters capture relevance and commonalities among concepts, whereas ordering captures the zone of proximal development (Vygotsky’s ZPD [38]) and concept inclusion (notion of concept-subconcept). We use concept maps to organize the learning content [39]. 3) Graphical environment synthesis: From the concept maps of the universe (Fig. 8), the microworlds and their objects, graphical renderings are generated (Fig. 9) to serve as scenes in the game. These steps result in modeling familiar environments to provide a concrete representation of the learning content and create contexts directly related to individual experiences. The Fig. 5. Challenge Requirements Decomposition Fig. 7. Exploration Scenario Fig. 6. Use-case Model choice of a familiar world is guided by perceptions children have about their own world. Not only is this world conceptrich, but it also immersive in the sense that the child fancies inhabiting it. Fig. 8 illustrates the structure of the universe in which the child lives. Fig. 9 exhibits the synthesized graphical representation of the structure of the microworld “Chicken place” (a component of “My farm”), which is derived from a concept map similar to the map shown in Fig. 8. Furthermore, this microworld consists of several objects, two of which (egg basket and chicken) are highlighted in a box. As shown in Fig. 10, each object has a multimodal representation capturing its various attributes. Multimodality was shown to enhance retention and recollection [10]. 2) Exploration and Knowledge Acquisition: An effective implementation of the learning process may not be feasible. Therefore, simpler activities to engage the player into learning have been identified. For example, some of these activities are: 1) Exploration: this activity allows the player to move around from one scene to another and from one object to another. Fig. 8. Child’s Universe Fig. 9. Familiar Environment 2) Visual differentiation: to acquire knowledge that allows Fig. 10. Multimodal Object Representation discriminating between objects based on their attributes. For example, initially recognizing the difference between a cow and a hen. Subsequently, recognizing the difference between a hen and a rooster. A gradual increase of the level of difficulty will result in harder challenges and thus more discriminated knowledge. 3) Attributes-instance association: each instance (e.g., object) possesses several attributes, such as size, sound, color, usage that the learner is exposed to. 4) Word-instance association: each instance has a name. This association allows the learner to recognize objects by name. 5) Assessment of these activities: this activity allows the system to assess the progress of the learner. B. Control Subsystem The control subsystem supports interaction activities (gameplay). such as: Player actions: as defined in the use-case model (Fig.6), externally, the player performs actions to affect the behavior of the avatar. Internally, the control subsystem reflects these actions by altering the state of the avatar, resulting game progression. • Interaction matrix: to interact, an object (including the avatar) is endowed with scripted behavior to allow it to respond to events. Mutual participation in events results in interactions among objects and the player. This set of interactions is represented in an interaction matrix. Objects respond to events by performing a set of specific actions. When an event is triggered, the control system executes the behavior specifications associated with the objects participating in this event. • Challenges: challenges are a special kind of events that involves reaching goals, obtaining rewards, and increasing scores. Based on the outcome of the event, the control system updates the rewards and scores. • Fig. 11. Color Match Challenge Scene C. Game Subsystem The game subsystem is the core of the game engine that performs the typical operations of commercial games engines (e.g., Unity, Unreal, GameMaker). The game engine is basically the execution platform that supports graphical rendering and animation, physics, sound, and script execution. VII. E VALUATION A PPROACH To demonstrate the feasibility of our model, we developed a fully operational prototype that we tested on school children. It is a game intended for children to learn about concepts found in various familiar environments. The game has a knowledge acquisition phase and a challenge phase. In the learning phase, the learner interacts with various objects (e.g., animals in the farm environment) and learn about their characteristics. In the challenge phase, the player is presented with several challenges related to objects he/she met. This phase is used implicitly to assess the impact of the first phase on the learner. We conducted a small experiment at local Kindergarten. We selected 100 3-4 year-old children in KG1 (50 girls and 50 boy) with similar background. We asked them some questions when we selected them to assess their knowledge of the concepts we introduced in our model. We gave each pupil a tablet to play the game. Using interviews, we tested successively 10 children at a time and recorded their responses. A sample challenge question to identify and match the color of the cow is shown in Fig. 11. The analysis of their responses is summarized in Fig. 12. The results show that: (1) 80% of them remember what they discovered inside the game; (2) 76% understand the game without any help; (3) 82% followed the instructions on how to use the game; (4) 87% enjoyed playing the game; and (5) 85% were able to interact with the game with ease. VIII. C ONCLUSION Our analysis of GBL research highlighted the convergence towards a common core of concepts related to GBL design frameworks, effectiveness criteria and design recommendations. Based on this analysis we elaborated a GBL Fig. 12. Summary of Experiment Results system model consisting of three subsystems. The common core served as a basis for developing a set GBL system requirements. By way of illustration, we used SysML to capture the GBL system structure, the organization of the top-level requirements, and the decomposition of the microcontrol, challenge and learning experience requirements. We also showed a sample of use case model for the player. The proposed requirements can be used as guideline for developing effective GBL systems and help in reducing development time and effort. As a feasibility study to show how our requirement model can form the basis for implementing into actual game, we developed and adventure game to provide children with a platform to acquire vocabulary. We identified three requirement subsystems, each of which was mapped into a corresponding implementation subsystem. As part of this mapping, we described the functionality of each subsystem. Finally, we discussed an experiment we conducted at a KG school to evaluate the impact of using our game to learn vocabulary. Results show that the pupils’ performance was R EFERENCES [1] A. Lenhart and et al., “Teens, video games, and civics,” Pew Internet & American Life Project, Tech. Rep., 2008. [2] J. Anderson and L. 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