The past years have seen the exponential growth of the number of Massive Open Online Courses (MOOCs). Many universities made the move to predominantly address positioning and students’ selection concerns. Nonetheless, the components used in a MOOC are still pretty much the same as the ones used in online education: lecture, videos, forums and quizzes.
As an application school in engineering for the energy and transportation sectors, IFP School launched its first MOOC on November 2014. In this paper, we describe how the school challenged the current practices with the design and implementation of a Serious Game over a three weeks period of the online course. This pedagogical innovation facilitates knowledge transfer through situational learning. The Serious Game allows the learners to put their knowledge into practice and to face situations they would face in the industry in their future careers.
The paper is organized in two parts. First, we review the main steps of the project: the educational objectives, the instructional design, the content development, the Serious Game usage and the learners’ qualitative feedback. For its first edition, the MOOC has a 31% retention rate on the total number of registered people, a high score considering that the average completion rate for a MOOC is around 10%. According to the MOOC survey, the majority of users considers the Serious Game to be the main positive asset of the course. In addition, partly due to the Serious Game implementation, 49% of the registered people are students under 25 year olds considering that in France, the average for other MOOCs is between 15 and 19%. In a second part, we discuss the characteristics of the Serious Game as it has been implemented in the IFP School MOOC. In particular, we use typological studies on gamification and also multimedia learning to understand if all or part of the components are exclusively related Serious Games theories and principles. Finally, we conclude with the interest of gamification in an application school like IFP School.
4.16.24 21st Century Movements for Black Lives.pptx
Sefi 2015-IFP School-MOOC and Serious Game An Educational Approach on Transfer and Action
1. MOOC and Serious Game
An Educational Approach on Transfer and Action
“Learning by doing!”
SEFI 2015 – Parallel Session 7 – 02/07/2015
2. Olivier Bernaert
• Context
• The Sustainable Mobility MOOC
• Serious Game in a MOOC ?
Why ?
• Serious Game design
• Technological Challenges
• Outcomes
Content
2
3. 3
Context
IFP School – Applied School
PROJECT OF A FIRST MOOC
Applied graduate programs
Students/engineers and young professionals
Energy and transport sectors.
350 students, 50% from outside france, 50 nationalities
EDUCATIONAL PROJECT “ELAN PEDAGOGIQUE”
Skills approach
Instructionnal design
4. Serious Game
Interactions,“Know how”
MOOC
Lectures videos, Quiz
4
MOOC Project
Design
Instructional Design
1 project leader
1 instructional design
7 teachers
2 com. officers
Animation
Communication
NEW
4
Design
Instructional design
1 project leader
1 instructional design
7 teachers
2 com. officers
Story Board
+ Serious Game Project
10. 10
Interest of a Serious Game in MOOC
Targeted population = Students!
Attract young public: dynamism (versus quiz)
Cartoon environment
Sound effects
Video games
Situational learning / Practice in a realistic environment
Multiple environments
Refinery
Engine test bench
“Gamification”
Fun environment
Avatar selection
Challenge (points to gain)
Boost extrinsic motivation
11. 11
Interest of a Serious Game in MOOC
Student centered, students are the core of the game
Problems to solve are more complex (versus quiz)
Refinery simulator
High interactivity activities
Drag/drop
actions like valve opening
Put students in action
Learning by “trial and error”: unlimited number of trials
Real skills development by putting knowledge into practice.
“Learning by doing!”
12. 12
Serious Game Design
Scene 1
“At the Refinery”
Scene 2
“At the test bench”
Scene 3
“On the road”
Gameplay
Game-based
Match
Move / Select / Write /
Manage
Game-based
Match
Move / Select
Game-based
Match
Select
Purpose
Educative Message
Training and simulation
Educative Message Educative Message
Scope
Education
General Public
Students
Young Professional
Education
General Public
Students
Young Professional
Ecology
General Public
Students
Young Professional
Levers to promote extrinsic motivations : interactivity, graphic
design, rewards, badge collection, diverse gameplays.
Following Djaouti, Alvarez, Jessel classification
13. 13
Serious Game Design
Different rewards system for each scene.
• in line with MOOC objectives
• extrinsic motivation: obtaining the best game scores
• intrinsic motivation: obtaining MOOC certification
Picture design realistic enough for the
learner to be immersed in the game.
The game is embedded in the MOOC.
• each scene has specific objectives detailed in a
story board.
• the game is introduced within the MOOC videos
professor’s lecture.
14. 14
Technical Challenges
One of the first Serious Game in a MOOC
Web technology HTML5, serious game
developed by aPi-learning
Integration in the open source CANVAS
LMS platform, hosted by UNOW
Integration via LTI app standard (Learning
Tools Interoperability)
Scores directly inside the CANVAS
student gradebook + avatars management
Game runs on PC and tablets
15. 15
Technical Challenges
Massive Environment (MOOC)
Large population of users
Graphic and files size optimization
Users access game directly from the
LMS, no difference with other courses
activities (iFrame displays)
Adaptation to the specific LMS of the
School (SCORM 2004)
16. LMS - MOOC
16
Masters
programs at
IFP School
Sustainable
Mobility MOOC
LMS - IFP SCHOOL
MOOC and SG in our masters programs
IFP School
DIPLOMA
CERTIFICATE OF
COMPLETION
New ressources for our students
RESSOURCES
• Videos
• Quiz
• Peer to peer
• Serious Game
17. Achievements : completion rate
17
Nov 2014 / Nov 2015 May 2015
2 MOOCs Results/Learning Games impact
19. Achievements : completion rateOutcomes – Completion rates
19
Oil & Gas
21840 participants
140 countries
35% of students
70% M / 30% F
France/Nigeria/Uganda/Colombia/
Russia
15 Mini-games
1 final quiz
Completion rate : 33%
Satisfaction rate : 91%
Sustainable Mobility
3099 participants
67 countries
51% of students
76% M / 24% F
France/Spain/Italy/Venezuela/India
Serious Game
Several quizzes
Peer-to-peer assignment
Completion rate : 31%
Satisfaction rate : 92%
20. Achievements : completion rate
Source of the initial graphic : http://www.katyjordan.com/MOOCproject
Outcomes – Completion rates
Average MOOC completion rates = 15%
21. 21
Serious Game impact – datas analysis
2 groups
learners who found that the SG was the
most interesting activity SG group (39%)
all the others in Not SG group (61%)
Outcomes
no difference exists between professionals and students.
no age difference is seen between the two groups.
SG group are more
satisfied with the
MOOC.
Serious game is really a
motivational tool.
22. 22
Serious Game impact – datas analysis
SG group obtained a better global score vs Not SG group
SG group performed better SG activities but no transfer of knowledge
occurred towards other activities. But…
Quizzes and the Serious Game were focused on different subjects,
objectives.
Exercises in the SG: more difficult, interactive, immersive vs quizzes.
23. 23
Which type of assignments do you prefer to
evaluate your knowledge ?
Mini Games for interactive evaluations
Before MOOC
31 %
42 % 83 %
15 %
After MOOC
27 % 2 %
Mini Games
24. 24
Serious Game in MOOC Sustainable Mobility
96% « SG helped to have a better
understanding of the lectures and/or
increased the course interest »
Mini Games in MOOC Oil & Gas
59% MG increased course interest
56% helped to have a better
understanding of the lectures
50% MG increased motivation
Conclusions - Key numbers
25. LMS - MOOC
25
Masters
programs at
IFP School
Sustainable
Mobility MOOC
LMS - IFP SCHOOL
Outcomes and Perspectives
IFP School
DIPLOMA
CERTIFICATE OF
COMPLETION
New ressources for our students
RESSOURCES
• Videos
• Quiz
• Peer to peer
• Serious Game