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Procedia Computer Science 15 (2012) 303 – 306 1877-0509 © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012 doi:10.1016/j.procs.2012.10.087 Virtual Worlds for Serious Applications (VS-GAMES'12) Social Networks and Web-based Serious Games as Novel Educational Tools M.Carrozzino a *, C.Evangelista a , R.Brondi a , C.Lorenzini a , M.Bergamasco a a PERCRO, TeCIP Institute, Scuola Superiore Sant'Anna, Pisa, Italy Abstract This paper presents the concept and the work in progress of SONNA, a research project aiming to analyze the impact of social networks, web 2.0 and interactive multimedia as tools for learning. The overall architecture, the technical details of the platform and the storyboard of two samples interactive web-based serious games are also presented, highlighting challenges and current issues. Keywords: Social Networks; Serious Games; Interactive Digital Storytelling; Web 3D 1. Introduction Social networks and collaborative platforms are bringing about a change, radical for certain aspects even if unnoticed, in the way people read, interpret and share information and content. They have established themselves as real cultural and social phenomena and they are reshaping the way in which services are proposed to users. There is a great interest in research and testing of new models of learning supported by new technologies and by the availability of ubiquitous network access. Many studies are focusing their attention on social networking, trying to adopt the principles typical of these environments for learning purposes. The research project SONNA intends to investigate novel technology-enhanced learning methodologies, applied to the case-studies of citizenship education, bioethics and life-long learning for health professionals, addressing different age groups. The main objective of the project is the analysis of the impact of social networks and web 2.0 [1]as educational tools, investigating in particular the feasibility of protocols based on Social Virtual Environments, i.e. web-based collaborative 3D environments, employing interactive paradigms such as Digital Storytelling [2][3] and Serious Games [4] to support collaborative learning. * Corresponding author. Tel.: +39- 050 8753615; fax: +39-050-883333. E-mail address: [email protected]. Available online at www.sciencedirect.com © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

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Page 1: Social Networks and Web-based Serious Games as Novel Educational Tools

Procedia Computer Science 15 ( 2012 ) 303 – 306

1877-0509 © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientifi c programme committee of VS-Games 2012doi: 10.1016/j.procs.2012.10.087

Virtual Worlds for Serious Applications (VS-GAMES'12)

Social Networks and Web-based Serious Games as Novel Educational Tools

M.Carrozzinoa*, C.Evangelistaa, R.Brondia, C.Lorenzinia, M.Bergamascoa aPERCRO, TeCIP Institute, Scuola Superiore Sant'Anna, Pisa, Italy

Abstract

This paper presents the concept and the work in progress of SONNA, a research project aiming to analyze the impact of social networks, web 2.0 and interactive multimedia as tools for learning. The overall architecture, the technical details of the platform and the storyboard of two samples interactive web-based serious games are also presented, highlighting challenges and current issues. © 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012 Keywords: Social Networks; Serious Games; Interactive Digital Storytelling; Web 3D

1. Introduction

Social networks and collaborative platforms are bringing about a change, radical for certain aspects even if unnoticed, in the way people read, interpret and share information and content. They have established themselves as real cultural and social phenomena and they are reshaping the way in which services are proposed to users. There is a great interest in research and testing of new models of learning supported by new technologies and by the availability of ubiquitous network access. Many studies are focusing their attention on social networking, trying to adopt the principles typical of these environments for learning purposes. The research project SONNA intends to investigate novel technology-enhanced learning methodologies, applied to the case-studies of citizenship education, bioethics and life-long learning for health professionals, addressing different age groups. The main objective of the project is the analysis of the impact of social networks and web 2.0 [1]as educational tools, investigating in particular the feasibility of protocols based on Social Virtual Environments, i.e. web-based collaborative 3D environments, employing interactive paradigms such as Digital Storytelling [2][3] and Serious Games [4] to support collaborative learning.

* Corresponding author. Tel.: +39- 050 8753615; fax: +39-050-883333. E-mail address: [email protected].

Available online at www.sciencedirect.com

© 2012 The Authors. Published by Elsevier B.V. Selection and/or peer-review under responsibility of the scientifi c

programme committee of VS-Games 2012

Page 2: Social Networks and Web-based Serious Games as Novel Educational Tools

304 M.Carrozzino et al. / Procedia Computer Science 15 ( 2012 ) 303 – 306

The project is participated by three categories of partners: scientists of education (SE), content providers (CP) and technology provider (TP). SE and CP are currently setting up well defined learning contexts involving groups of people who are presented activities related to a specified educational theme. All of these activities will have a social dimension, some of them face-to-face, some other using the software platform realized by TP which is built on top of both traditional Web 2.0 bricks and of more innovative modules such as social serious 3D games. The hypothesis is that the experience inside these mixed contexts would generate learning processes different from those produced in traditional contexts. The last stage of the project will experiment and validate the procedures in order to assess the different impact of the proposed tools, the influence of the personal variables, the relations between content and tool, etc. The validation will be conducted by means of evaluation questionnaires at the beginning and at the end of the experimental stage, enriched by a series of information automatically extracted by the social activities performed on the software platform. Following the analysis of these results, a deeper evaluation will be carried on a sample of the involved individuals based on a methodology of qualitative research.

2. The software platform

The main requirements of the SONNA software platform can be identified in the connection with social networks as a platform for content dissemination, and to gather data and contributions of the users for subsequent software analysis; moreover the platform should allow authoring and distribution of multimedia and 3D content. From an high-level point of view the software architecture is composed by four components:

data and information (structured and user-generated); tools to author the educational software applications; platform modules implementing low level features, including social features; application and related clients.

Fig. 1. High-level architecture of the SONNA platform

2.1. Social Networks

Boyd and Ellison [5] define these networks as web services enabling people to create a public profile within a bounded system, to articulate a contacts list and to access own contacts data. Three of them have been

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identified as possible tool of choice for the SONNA platform: Facebook, Twitter and Google+. We decided to use Facebook, being it without doubt the most successful social network in the world (and notably in Italy) and because of the maturity of the API available to integrate applications on the platform. Facebook makes available to the developer a series of tools using the so-called Graph API, representing a simplified view of the "social graph" of the network. Through this API the developer can access Facebook objects (users, photos, videos, etc.) and their interconnections. The SONNA platform will host itself traditional web 2.0 tools, such as custom wikis and/or access to other well-known online tools (such as Google, Wikipedia, etc.) whose usage will be monitored for statistical analyses. Users accessing the SONNA platform will be required to log in with their Facebook credentials and to grant access to a subset of their personal data (although statistical analysis will be performed only on aggregate data). This will allow to monitor also the social interaction among the users, part of which will be required for some of the activities (e.g. cooperative solutions to progress in the games levels, collaborative creation of documents etc.) performed on the platform.

2.2. Data and information

The SONNA platform will use several type of information (documents, texts, images, videos, 3D models), partly coming from the CP (and therefore validated), partly user-generated either directly on the platform or retrieved from the web (e.g. 3D data from Google Warehouse, movies from YouTube, etc.).

2.3. Authoring tools

Traditional hyper-textual and multimedia content are authored using a platform built on top of the Drupal CMS (http://www.drupal.org). Specific plug-ins have been developed for the required educational purposes (i.e. collaborative authoring of slideshows, realization of quizzes and questionnaires etc.) or for social networking

technology XVR [6], a VR framework allowing to deploy content on a wide range of possible containers, from complex VR installations to HTML pages.

2.4. Applications

The SONNA platform will host traditional web 2.0 tools, such as custom wikis and/or access to other well-known online tools (such as Google, Wikipedia, etc.) whose usage will be monitored for statistical analyses. Users accessing the SONNA platform will be required to log in with their Facebook credentials and to grant access to a subset of their personal data (it is worthy to mention that the statistical analysis will be performed only on aggregate data). This will allow to monitor also the social interaction among the users, part of which will be required for some of the activities (e.g. collaborative serious games) performed on the platform. So far the storyboard and the preliminary levels for two of these games have been designed, one related to the topic of citizenship education, the other one to the topic of bioethics. The structure of both games is defined by means of configuration XML files. Games are described by a master file, game.xml, containing the general settings and the chapters list. Each chapter is described by a separate XML file and subdivided in levels; for each of them it is possible to define resources (images, sounds, videos, 3D models, text, speech etc.), scenarios (groups of resources and their relationships), and sequences (trees of actions including optional non-interactive preambles and postambles).

Citizenship Education: Lawville

The objective of this serious game is to get eighteen-year-old students closer to the knowledge of the Italian

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constitution making them the protagonists of a fantasy story aimed to solicit their direct involvement in a series of political questions. The pretext is that an unknown virus have spread in the country making people hostile to law and to the establishment. Youngsters appear to be more resistant to by the virus, therefore the President decides to choose some of them to form the government that will have to face the emergency. In the first level of this chapter, the "Prime Minister" will learn the procedure to form the government and gain the approval of the Parliament. In the second level he/she will create his/her political plan, choosing among a series of legitimate and illegitimate options; the objective of this level is to explain why some of the options are unconstitutional and to illustrate the procedure to enact laws. The third level will present the PM the financial problems related to the emergency and the different available options (taxes, investments, loans etc.). Collaborative aspects will include common decisions to be taken by players, moments of knowledge building and cooperative use of web sources (both within the SONNA platform, purposely made by content providers, and in the global network).

Bioethics: A day in the hospital The game will put the player in a hospital presenting a series of bioethical critical situations. It is foreseen the interaction among different actors: doctors, nurses, patients and their relatives. The aim is to learn how to adopt a correct bioethical methodology when facing clinical cases presenting moral, legal and social criticalities. Each player operates in just one department and there he/she is alone (in the sense that he interacts only with non-player characters - NPC). Players can meet in a free zone (a bar) where they can discuss, exchange opinions about the cases they are facing, exchange documents etc. NPC can react with different levels of conflict in the process of reaching an agreement with the player on the questions posed by the case. Cases themselves span over a range of different levels of difficulty, in order to present a wide spectrum of possibilities in case of multiple runs of the game by the same player. A simple mechanism of prize/punishment is foreseen depending on the choices made.

Acknowledgements

The authors want to acknowledge the contribution of Sergio Angori, Walter Bernardi, Anna Gloria Devoti, Loretta Fabbri, Patrizia Funghi, Laura Landini, Claudio Melacarne, Stefano Miniati, Valentina Mucciarelli, Paolo Raviolo (University of Siena), Paolo Passaglia, Tommaso Giovannetti and Michele Nisticò (University of Pisa). The SONNA project is funded under the PAR-FAS research framework of Regione Toscana, Italy.

References

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Jiyou Jia (ed.) Educational Stages and Interactive Learning: From Kindergarten to Workplace Training, IGI Global, 2012, pp. 231-252

[3] Clark, R.E. (2007). Learning from serious games? Arguments, evidence, and research suggestions. Educational Technology, 47, 56-59.

[4] Derryberry, A. (2007). Serious games: online games for learning. White paper. Retrieved on February 21, 2011 from: http://imserious.files.wordpress.com/2007/09/seriousgameswithadobe.pdf

[5] Ellison, N.B. et al. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, Vol. 13, pages=210--230, Wiley Online Library

[6] Tecchia, F., Carrozzino, M., Bacinelli, S., Rossi, F., Vercelli, D., Marino, G., Gasparello, P., Bergamasco, M. (2010) A Flexible Framework for Wide-Spectrum VR Development, in Presence-Teleoperators And Virtual Environments 19, 302-312