Personalisation: ELEKTRA Case Study · 2018-01-30 · CS7IS5 -Personalisation: ELEKTRA Case Study...

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Personalisation:ELEKTRACaseStudy

Owen.Conlan@scss.tcd.ie

Personalisation Primer

• Personlisation shouldnot…• Frustratetheuser• Hideinformationfromauser• Treattheuserasastaticvariable!

• Personalisation should…• AlleviateCognitiveOverload• EnhanceMotivation• PromoteMetacognition,specificallyReflection

• Personalisation shouldalso…• Tailortheexperiencetoeachuser’sspecificneeds• Evolveastheuserevolves• Benon-invasive

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Personalisation IngredientsandRecipes

User Content*

Context Strategy

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DigitalEducationalGames

• Personalised TechnologyEnhancedLearningmeetsVideoGames• TraditionaleLearningsuffersfromhighdrop-outrates

• Gamescanbehighlymotivatingandengaging

• Createnewworldstoexperimentandplayin

CS7IS5- Personalisation:ELEKTRACaseStudy 4

BuildingDigitalEducationalGamesisEasy?

Educational(eLearning)

Game

DigitalXCS7IS5- Personalisation:ELEKTRACaseStudy 5

Withyour brains and my looks we

could produce remarkable

children

Ah yes, but what if they have my looks and your

brains?

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Game+eLearning≠Motivational and Fun Learning Experience

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PotentialofDigitalEducationalGames

Educational

•Cognition•Meta-cognition•Self-regulation

Digital

•AmazingWorlds•Personalisable•Explorative•OpenEnded

Game

•Visual•Fun•Motivational•Flow

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• CommercialSuccess• SomeEducationalBenefit

CurrentDEGs

• ScienceEducation• SeparationofLearningandGaming

• EffectiveLearningShown

• LargeUptake

• InteractiveEmotionalDrama

• RichNarrative 9

ELEKTRA- EnhancedLearningExperienceandKnowledgeTransfer

• FP6Call4STREP• Kick-Off

• 1stFebruary2006

• Duration• 24months

• 9Participantsin6countries

• Overall Budget €3m (€2.5m EC contribution)§ ~€450,000 for TCD

• Non-invasive Personalisation in a 3D Immersive Educational Game§ Physics/Optics Curriculum§ Aimed at 12-15 year olds§ Story-driven Adventure§ Multidisciplinary§ Pedagogy,CognitivePsychology,

ComputerScience, 3DGameDevelopers,Neuroscience,EducationalPublishers

§ 4-Stageapproachtonon-invasivepersonalisation

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ResearchChallenges

• CurrentAdaptiveDigitalEducationalGames• Embedtheadaptivelogicinthegamemakingthemdifficulttoalter/improve• Offerlimitedpersonalisation• Donotoffermetacognitivesupport

• Challenges• SeparatePersonalisation fromtheGame

• Ensurethelearnerdoesnotnotice!• Performimplicitmodelling ofthelearner’sneeds• Offerseamlesspersonalisation(s)

• Coherentwiththegameexperience

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User Content*

Context Strategy

ELEKTRA

• EndUsersarequitehomogeneous!

• DomainExperts• GameDesigners• Pedagogues

• HighlyInteractive• HighlyDynamic• Mustbeseamless

• Explorative• Experimentation

• NPCGuidance• Environment

Guidance• Meta-cognition

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ELEKTRAandNarrative

• Concepts• Physics(Optics/Magnetism)domainmodel(KnowledgeSpaceTheory)

• Objectives• Educational(Cognitive):Mastertheconceptsinthedomainmodel• Meta-Cognitive:AcquireConfidenceandPrudenceskills• Motivation:Becomeimmersedinthegameexperience

• Strategy• Cognitive,Meta-cognitive,Affect/Motivationsupports

• ContextualModels• Implicitlyconstructedmodelofuser(basedoninteractionswithenvironment)

• Reconciliation• Basedonusermodelprogressaccordingtodomainmodel;Meta-cognition;Affect

• Binding• AdaptationElements(usuallytriggeringNPCBehaviour)

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ELEKTRA– Whatitlookslike!

• Game:Adventure• Digital:FPS/3D• Educational:Physics-Optics/Magnetism

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ScreenshotfromELEKTRA

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GeneralSpecific

GameEngine

LearningEngine

SeparationofConcerns(1)

Interpret

(2)Accumulate

(3)Constrain

(4)Recommend

AdaptiveEngine 3

ModifiedNebula 2

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Non-invasiveAdaptation(1)

Interpret (2)Accumulate

(3)Constrain(4)

Recommend

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ELEKTRA- Personalisation

• TheGamingEnginesendsEventstotheLearningEngine

• TheLearningEnginedecidesonthemostappropriateAdaptation

• TheLearningEnginesendsaAdaptiveIntervention,intheformofAdaptiveElements,totheGamingEngine

• Thisprocessiscyclicalandreal-time(approx.10-25msec)

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PersonalisationAxes• Hinting

• Knowledge-based

• Feedback• Cognitive• InstantMeta-Cognitive• TendencyMeta-Cognitive• NPCConfidence/Prudence(Meta-Reflective)

• Affective/Motivational

“Youareright”

“…andmoreoveryouwereconvincedabout

youranswer”

“…eachtimeyougiveacorrectanswer,youseemtobecertainofit,thisisexactlywhatIexpectfromyou!”

“Yes.Itisn’teasy,andI’mnotsurethatIwoulddoanybetterinyourposition,butyoumustpersevere.”

“Woodisnotinfluencedbymagnetism!”

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ELEKTRA– BenefitsofPersonalisation

• Adaptthegameandlearningtothelearner’s• Needs• Preferences• Abilities

• Improvedlearningperformance• KnowledgeGain• SelfRegulation• Meta-CognitiveAwareness

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ELEKTRA– SuccessesandLimitations• Successes

• ImmersiveGameplayPlayersenjoyedit

• IntegratedEducationActuallyenhancedlearning!

• Non-invasiveModelling• Non-invasivePersonalisations

• Limitations• Costly

Richlydetailed3Denvironment;NPCDialogandModelling• LimitedModularity

Detailednon-adaptivestoryline

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ImmersiveGameplay+IntegratedEducation+CompellingStory=

Motivational and Fun Learning Experience

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Summary• Motivationisessential• Micro-adaptivity showsgreatpotentialinpersonalising highlyvisualenvironments

• 4StageNon-invasiveApproach• NeedtoharmonizethiswiththeMulti-modelApproach

• Macro-adaptivity ispossiblymorecomplex• NegotiationbetweentheLearningandNarrativeEngineswouldberequired

• We’lltalkabout80Dayslater

• Meta-cognitionisdesirable

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Whatwecoveredtoday

25CS7IS5- Personalisation:ELEKTRACaseStudy

Questions?Owen.Conlan@scss.tcd.ie

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