stimulating gaming in higher education in the netherlands - the cyberdam case
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Stimulating gaming in higher education in The Netherlands - the Cyberdam case; Pieter van der Hijden; DigiChina Serious Game Innovative Summit, Beijing, China, 2011.TRANSCRIPT
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DigiChina Serious Game Innovative Summit,Beijing, China, 30 October 2011
STIMULATING GAMING IN HIGHER EDUCATION IN THE NETHERLANDS - THE CYBERDAM CASE
Pieter van der Hijden MScSofos Consultancy, Amsterdam, The NetherlandsMember of the ISAGA Advisory CouncilEx-chairperson of the ISAGA Board
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AGENDA
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1. INTRODUCTION
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1. INTRODUCTION - AUTHOR
Management Consulting on Organization,
Information and ICT
International
Simulation and Gaming Association
Foundation LawOnline
The Netherlands
Center of Expertise Education & ICT Suriname
Nederlandstalige Moodle Vereniging
International Fab Lab
Association
ICT for Development, Learning and Government
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1. INTRODUCTION - CYBERDAM
Cyberdam is... Learning experience Collection of 20+ online role playing
games Virtual cities as playground VLE to develop & deliver the games
(“engine”) Open source & open content
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1. INTRODUCTION - TRYPTICH
Games
Engine
Life Cycle
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2. CYBERDAM GAMES
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2. CYBERDAM GAMES – ONLINE RPG
Format: Online Role Playing
Games Multiplayer (A)synchronous
Content: 20+ learning games
(open content) Variety of courses
and education levels
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2. CYBERDAM GAMES - ELEMENTS
Playgrounds (e.g. city map & directory with objects and resources)
Roles linked to objects
Messaging between roles
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2. CYBERDAM GAMES - MECHANICS
Role Step-A Step-B Step-C Step-D
Role-1 Activities
Activities
Activities
Activities
Role-2 Activities
Activities
Activities
Activities
Role-3 Activities
Activities
Activities
Activities
scripts (server side java scripts)
**
Conditions **
variables *Activit
ies
Upload file
Input to system
*
Send messag
e
Move to other step
Output from
system *
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3. CYBERDAM ENGINE
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3. CYBERDAM ENGINE
Authoring
• Playground• Map• Objects
• Game model• Metadata• Roles• Steps• Activities
Managing content
• Repository• Playgrounds• Models
• Import/export• Copying/
sharing
Administering games
• Link roles to playground
• Link participants to roles
Running games
• Facilitating• Monitoring• Intervening
• Participating• Evaluating
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3. CYBERDAM ENGINE
Open source Java & MySQL
Edit playground (objects)
Create game model
Compose game
manifest
Run game session
Participate in game session
Register users
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4. CYBERDAM LIFE CYCLE
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4. CYBERDAM LIFE CYCLE – CREATION
Nice wishes Open source
Non-commercial High quality Low development
costs Better integration
Hard reality Open source
Community not interested
No volunteers Excessive rates for
programmers No continuity
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4. CYBERDAM LIFE CYCLE - CREATION
Nice wishes Hard reality
Too much Too little
Idealism Realism
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4. CYBERDAM LIFE CYCLE - SURVIVAL
Free lunches Instrumental Exploiting Cooperative
No momentum Product oriented Passive
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4. CYBERDAM LIFE CYCLE - SURVIVAL
Free lunches No momentum
Too much Too little
Product orientation
Market orientation
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4. CYBERDAM LIFE CYCLE – GROWING-UP
Scaling up Software Content Organization
Cooling down Commercial partner
Handicapped by open source
In for the money No passion-for-
learning
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4. CYBERDAM LIFE CYCLE – GROWING-UP
Scaling up Cooling down
Too much Too little
Dollar signs found
Passion for learning found
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4. CYBERDAM LIFE CYCLE - INDEPENDENCE
Server Owner
Distribution of software & content
Maintenance Production server Helpdesk Value added services
User group Roadmap
Clients Free software Paid service contract
Production server Helpdesk Value added services
Funded development projects
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4. CYBERDAM LIFE CYCLE - INDEPENDENCE
Server Clients
Too much Too little
Modesty Assertive-ness
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5. CONCLUSION
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5. CONCLUSION
Engine
Life Cycle
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5. CONCLUSION - GAMES
Games used in law school, other higher education, other education & training as well
Games appreciated by participants Good practices for game development:
Not an individual effort, but a group activity Heterogeneous development team with expertise in
gaming, learning, multimedia, learning domain, project management and Cyberdam engine
Concentrated development effort, completed within weeks, not months
Test, test, test
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5. CONCLUSION - ENGINE
Game engine is very powerful; most games use only limited set of its functions
More sample game models and modules are needed (building blocks)
Integration with current VLE’s would be welcome.
Good practices regarding the game engine: Develop games as team efforts Only one team member has to master the engine Distinguish beginning, intermediate and advanced
game developers (teachers)
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5. CONCLUSION – LIFE CYCLE
Stage Too much Too little
1. Creation
Idealism Realism
2. Survival
Product orientation
Market orientation
3. Growing up
Dollar signs found
Passion for learning found
4. Indepen-dence
Modesty Assertive-ness
• Find the balance!
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SOFOS CONSULTANCY
Thank you for your attention!
Pieter van der Hijden [email protected]
2011 – Sofos Consultancy / Pieter van der Hijden ([email protected]) - This work is licensed under a Creative Commons Attribution- Noncommercial-Share Alike 3.0 Unported License.