A Model-Driven Engineering Process to Support the Adaptive
Generation of Learning Game Scenarios
Pierre Laforcade, Esteban Loiseau and Rim Kacem
Computer Laboratory of Le Mans University, France
Keywords:
Serious Games, Adaptation, Learning Game Scenario, Generation, Metamodeling.
Abstract:
Adaptation is a key-concern when developing serious games for learning purposes, particularly for people
with specific needs. This paper presents a Model-Driven Engineering framework that eases the design and
the validation of adaptive learning scenarios. It tackles the personalization issue by helping domain experts
and computer scientists in making explicit then in validating the domain elements and rules involved in the
adaptation. The framework proposes a metamodeling process based on a metamodel specifying at first the
domain elements according to both a 3-incremental-perspective on the resulting scenario, and a 3-dimensions
specification of domain elements to use and produce. The framework then proposes to model the game de-
scription and the child’s profile as input models for the generator that will produce the adapted scenario as an
output model. We applied the framework in the context of the Escape it! project that aims at helping young
children with Autistic Syndrome Disorder to learn and generalize visual performance skills.
1 INTRODUCTION
The use of serious games (Deterding et al., 2011) in
Autistic Syndrome Disorder (ASD) interventions has
become increasingly popular during the last decade
(Ern, 2014). They are considered as effective new
methods in the treatment of ASD. Computerized in-
terventions for individuals with autism may be much
more successful if motivation can be improved and
learning can be personalized by leveraging principles
from the emerging field of serious game design in ed-
ucational research (Whyte et al., 2015).
This paper tackles the challenge of adapting learn-
ing sessions to the needs of individual learners. Our
research is conducted in the context of the Escape it!
project. The objective is to develop a serious game
to train visual skills of children with ASD. This seri-
ous game will borrow mechanics from ”escape-room”
games: the player’s goal is to open a locked door to
escape the room. To this end, the user has to solve
numerous puzzles often requiring observation and de-
duction. We adapted it for our targeted audience, re-
quiring to solve only one puzzle per scene.
In the context of this project we are focusing at
first on the generation of learning scenarios adapted
to the current learning progress of children with ASD.
Indeed, this generation is difficult because there are
a lot of elements and rules involved in the set up
of an adapted game session. We need an approach
that allows experts to participate in making explicit
and formalizing the domain elements and rules in-
volved during the generation of an adapted learn-
ing scenario. We propose such a framework: it is
based on Model-Driven-Engineering (MDE) princi-
ples and tools. MDE (Mussbacher et al., 2014) is
a research domain promoting an active use of ’exe-
cutable’ models throughout the software development
process, leading to an automated generation of the
final application. We already tackled instructional
design challenges with MDE techniques in the past
(Loiseau et al., 2015) however the learning scenarios
were specified by teachers and not generated by the
machine.
The remainder of this paper is as follows. The
next section presents the Escape it! project contex-
tualizing our research. Section 3 discuses a literature
review about the generation of adapted scenarios. Our
proposition is then presented in Section 4. Finally, a
case-study is presented in Section 5 in order to ap-
ply and validate our proposition in the context of the
project. We discuss in the conclusion our results and
draw the next directions for further research.
Laforcade, P., Loiseau, E. and Kacem, R.
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios.
DOI: 10.5220/0006686100670077
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 67-77
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
67
2 THE ESCAPE IT! PROJECT
This section presents the Escape it! project that con-
textualizes our research.
2.1 Objectives of the Project
The project aims at designing and developing a mo-
bile learning game (a serious game with learning pur-
poses) dedicated to children with ASD (Autistic Syn-
drome Disorder). The game intends to support the
learning of visual skills (based on the ones described
in the ABLLS-R
R
curriculum guide (Partington and
Analysts, 2010)). The mobility feature will allow the
learning to take place wherever the parents, therapeu-
tics, as well as the child himself want it. The game
will be used both to reinforce and generalize the learn-
ing skills that will be initiated by ”classic” working
sessions with tangible objects.
The project involves autism experts, parents and
Computer Science researchers, experts in the engi-
neering of Technology-Enhanced Learning systems.
2.2 General Overview and Principles
for the Serious Game
The serious game is based on the escape-the-room
structure: players have to find hidden cues and ob-
jects, sometimes combine objects or interact with the
playing scenes, in order to unlock a door. The door
symbolizes the end of the level and gives access to the
next level. We made a cross analysis between mech-
anisms from various escape-the-room-like games and
best practices for designing serious games for chil-
dren with ASD (Ern, 2014)(Zakari et al., 2014).
We then sketched with experts, during participa-
tory design sessions, the major directions and require-
ments to take into account. Some of them are related
to the game aesthetics and sound environment (to be
adapted to the child sensory profile), other about the
regulation of the child activity (prompts, guidances,
feedbacks, reinforcements, etc. have to be adapted to
every children profile), or about the tracking system
that will be used to update the children profiles after
a game session. We only focus here on the scenario
involving the resolution activities, and list, below, the
most appropriate informations for our concern:
targeted skills: a subset from the 27 visual perfor-
mance skills depicted in the ABLLS-R, the rele-
vant ones for a mobile gameplay adaptation.
variable game sessions: a session will propose
from 3 to 6 levels according to a start menu choice
(to the convenience of the pairing adult with the
child or the child him-self).
levels as meaningful living places: the whole
screen will display a fixed (no scrolling or change
of point of view) and enclosed (with a door to
open) easily identifiable living places. These
scenes are related to themes, for example the bed-
room, kitchen and living room are related to the
home theme, whereas classroom and gymnasium
are related to the school theme.
adapted difficulty: according to the current child
progress in the targeted skills; difficulty raises
after three succeeded activities for a same skill
(along one or several game sessions).
generalizing the acquired skills: to this end, the
scenes have to change, in accordance with the
previous difficulty level, in order to propose non-
identical challenges for the same skill; i.e. :
changing the scene (background and elements);
adding background elements to disrupt visual
reading;
changing the objects to find and handle;
adding other objects not useful to the resolu-
tion;
hiding objects behind or into others.
We developed several prototypes to test our hy-
pothesis and try the first designs. Figures 1, 2, 3
and 4 depict the 4 levels of a scenario taking place in
the same scene (gymnasium from the School theme).
These levels intend to support the learning of 4 visual
skills: match object to picture, match object to object,
sort into categories, and seriation.
Figure 1: Resolving the B3 visual skill (matching an object
to an identical object). In this example two tennis balls have
to be found and moved into the metal storage.
2.3 Anatomy of a Scene
Whichever scenes are selected for the learning sce-
nario, they share common constructs and rules:
a background image that depicts a familiar scene
for the children, with a few recognizable objects;
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68
Figure 2: Resolving the B4 visual skill (matching an object
to an identical picture): a tennis ball is found and moved
into the metal storage. The previously closed door is now
open to gain access to the next level.
Figure 3: Resolving the B8 visual skill (sorting several ob-
jects into different categories): 4 objects to be found and
moved into the 2 storage boxes according to their cate-
gories.
Figure 4: Resolving the B25 visual skill (completing a se-
rialization). In this example, a ball is already positioned on
the ball storage; 3 others balls of different sizes have to be
found and positioned.
several empty slots where objects to find can be
later positioned;
additional decorations to impair visual reading (in
relation to the difficulty rules); each one can:
appear in different locations;
create new slots for other game objects;
interactive hiding objects: provide new hidden ob-
jects slots and reveal them when touched;
solution objects where game objects have to be
dropped in/on;
one or several places can be proposed to po-
sition this element or the different instances re-
quired to solve the level (e.g. for sorting objects
two or more storage boxes can be used);
zero or several places can be proposed if
dropped objects have to appear specifically.
Prompts, guidances, feedbacks will also affect the
visual aspect of a scene (e.g. the empty/fulled stars in
Figures 1 to 4) but are not relevant to the scenario we
are focusing on.
The current prototype implements a 4-levels sce-
nario taking place in the gymnasium. The proposed
scenes deal with 4 visual performance skills. Except
the solutions objects and the range of choices for the
relevant objects to handle with the targeted skill, all
objects, additional decorations, positions, hiding el-
ements, etc. are randomly selected and positioned.
This prototype does not currently handle the child’s
profile. Its purpose was to experiment and randomly
display combinations of playable scenes.
2.4 Design Issues and Research
Problematics
As stated above, a game scenario is composed of an
ordered sequence of scenes including precise descrip-
tions of each scene components and locations. All
this information has to be adapted to the child’s pro-
file when starting a new game session. There are vari-
ous profile variables (current progress during learning
skills, preferences/dislikes, level difficulties for every
skill, etc.) and a lot of combinations of elements to
set-up a scene. In addition, generalization is very im-
portant in autism. It can be defined as the process of
taking a skill learned in one setting and applying it in
other settings or different ways (Leaf and McEachin,
1999). To support the learning of generalization, we
have to propose a large variety of scenes settings.
Nevertheless, it is not possible to design and de-
velop all the combinations of settings. We need dy-
namically generated game sessions, adapted to each
child’s profile. Next section studies existent solutions.
3 LITERATURE REVIEW
The adaptation of Technology-Enhanced Learning
systems allows the personalization of learning by
adapting whole or parts of the presented systems
(contents, resources, activities, etc.) to the learner’s
needs, interests and abilities. An adaptable learning
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
69
system is generally considered as the degree in which
the system can be manipulated by its end-users. Dif-
ferently, adaptive learning environments aim at sup-
porting learners in acquiring knowledge and skills in
a particular learning domain; they can adapt to the
needs of the learner. In our context, our first focus
is not on the adaptability of the mobile learning game
for children with ASD but on the adaptivity of the sys-
tem: to provide adapted game sessions in accordance
to the children’ profiles.
Several studies tackled the adaptation issue in se-
rious games. For example, (Lopes and Bidarra, 2011)
noticed that adapting to specific skills is more impor-
tant than to the global notion of difficulty or challenge
like in video games or simulations. The learning goals
to achieve are usually strongly coupled with the grad-
ual personal improvement of a skill set. Adaptive se-
rious games generally have specialized, and ad hoc,
approaches, where game components are adjusted to
encourage training of a specific skill. However adap-
tivity differs on the targets (game mechanics, AI,
narratives, content, etc.) and the methods (bayesian
networks, ontologies, neuronal networks, rules-based
systems, procedural algorithms, etc.) (Sina et al.,
2014)(Janssens et al., 2014)(Callies et al., 2015).
(Sehaba and Hussaan, 2013) proposes a generic
architecture for personalizing a serious game scenario
according to learners’ competencies and interaction
traces. The architecture has been evaluated in the
context of the CLES project with the objective to de-
velop a serious game for evaluating and rehabilitat-
ing cognitive disorders. It is organized in three lay-
ers: domain concepts, pedagogical resources and se-
rious game resources. They focus on the techniques
(machine learning) to update the learner profile us-
ing interaction traces (Hussaan and Sehaba, 2016). It
does not match our current adaptation challenge, nev-
ertheless their 3-layers architecture and the process to
generate the learning scenarios are close to our con-
cerns. They also propose the generation of 3 succes-
sive scenarios (conceptual, pedagogical and serious
game scenarios) according to the 3-layers. They used
an evaluation protocol to validate the generated sce-
narios. Experts were involved at first to validate the
domain rules, a priori of the generator implementa-
tion, and then to produce scenarios, for specific con-
texts, that will be compared to the generated ones.
Experts are considered as requirements and validation
sources but are not directly involved in the specifica-
tion process.
Differently in the EmoTED project, a serious
game for helping children with ASD to train about the
mimic of emotions, we proposed a model-driven ap-
proach to more involve experts in the design and vali-
dation of game mechanisms (Laforcade and Vakhrina,
2015). These researches did not tackle the genera-
tion issue but the model-driven principles and process
could be further studied for our current challenge.
4 A MODEL-DRIVEN
FRAMEWORK FOR ADAPTIVE
GENERATOR
4.1 Overview of the Framework
The rationale of our proposition is to combine the
general architecture of a scenario generator from
the CLES project (Sehaba and Hussaan, 2013) with
the Model-Driven Engineering approach and process
used in the EmoTED project (Laforcade and Vakh-
rina, 2015) to support the specification of the elements
(concepts, properties and rules) required to drive the
adaptive generation of scenarios. From the first archi-
tecture we follow the generator principle where the fi-
nal learning game scenario is built after 3 steps. Sim-
ilarly we propose to split the final scenario generation
into three scenarios (named differently) :
the objective scenario refers to the selection of
the targeted learning objectives according to the
user’s profile including his current progress. In
the Escape it! context it is related to the elicitation
of the visual performance skills in accordance to
the number of levels to generate.
the structural scenario refers to the selection of
learning game exercises or large game compo-
nents. For our case-study: the various scenes
where game levels will take place. This scenario
extends the previous one (i.e. the objective sce-
nario elements are included in this one). It is gen-
erated from user profile elements and knowledge
domain rules stating the relations between these
pedagogical large-grained resources and the tar-
geted skills they can deal with.
the features scenario refers to the additional
selection of the inner-resources/fine-grained ele-
ments. In the Escape it! project it concerns all
objects appearing in a scene. The game scenario
includes both previous scenarios components; it
specifies the overall information required by a
game engine to drive the set-up of a learning game
session.
It is worth noting that the final scenario is only com-
posed of required descriptive informations to adapt
the game sessions to a user’s profile. Informations
CSEDU 2018 - 10th International Conference on Computer Supported Education
70
about how these descriptions elements are function-
ing (static and dynamical dimensions) might be ad-
dressed by the generator and the serious game engine:
they are out the scope of the scenarization process.
From the second MDE-oriented research work,
we follow the metamodeling/modeling approach and
the use of the EMF framework (Eclipe Modeling
Framework)(Steinberg et al., 2009). We propose to
capture the global domain elements, required for the
generation, into three inter-related parts of a gen-
eral metamodel: profile-related elements, game de-
scription elements, scenario elements. Contrary to
the EmoTED project, the scenarios elements have
to be generated, not specified. Nevertheless we still
have to specify the metamodel in order to detail the
components of the three scenarios in terms of ele-
ments/properties and relations to be generated. From
this metamodel, different models have to be consid-
ered:
the game description model: it describes all the
game elements (skills, resources or exercisers, in-
game objects, etc.); it is an input model for the
generator;
the profile model: it describes the user’s profile
for one person; it is also an input model for the
generator;
the scenario model: it embeds the 3-dimensions
global scenario (objective, structural and features
scenarios); it is an output model of the generator.
Thus, we propose a model-driven, iterative and in-
cremental process about the design of the adaptive
generation of serious game scenarios. This process
involves domain experts and computer scientists to
conjointly design and validate the domain elements
and rules relative to the generation of adapted scenar-
ios.
4.2 An Iterative and Incremental
Process Involving Experts
Beyond the model-driven approach we also propose a
dedicated process, Figure 5, to help specify and vali-
date how the adaptive generation should work. Activ-
ities in italics, meta-modeling and generator develop-
ment, are only performed by computer scientists be-
cause of the required expertise. Other activities in-
volve both domain experts, i.e. non-technical users,
and computer scientists.
Game analysis and design: this activity aims at
identifying and making explicit the various do-
main elements, properties, relations and also do-
main rules that are involved in the adaptive gen-
eration of the targeted scenarios; case-studies and
other designs (diagrams, mock-ups, etc.) can also
be explicit.
Meta-modeling: this activity consists in specify-
ing the metamodel that captures the static domain
elements according to the model-driven frame-
work presented in the previous subsection. We
propose the use of the Eclipse Modeling Frame-
work (EMF). Indeed, EMF is a modeling frame-
work and code generator for building tools and
other applications based on a structured data
model (Steinberg et al., 2009).
Generator development: this activity aims at de-
veloping the generator code that will take in
charge the adaptive generation of the different
scenarios. This development can be partially
eased by using the EMF environment. Indeed,
from our metamodel specification, EMF provides
tools and runtime support to produce a set of Java
classes for the models, along with a set of adapter
classes that enable viewing and command-based
editing of the model. Thus, the generator code
can use the generated Java classes to import the
input models, handle them to produce the scenario
model, and then to serialize the output scenario.
Modeling child’s profile and game components
model: domain experts and computer scientists
specify both input models by using a basic tree-
oriented editor, also generated by EMF from the
metamodel specification.
Generator execution: this activity consists in exe-
cuting the generator code. It uses the child’s pro-
file model and game components model to gener-
ate a model embedding one, two or three of the
inter-related scenarios. It can also used the other
explicit designs (case-studies, mock-ups...). The
generated scenarios can then be analyzed in order
to verify their relevance, coherency and complete-
ness in terms of elements required by the serious
game, but also to validate the domain rules that
drive this generation.
These activities are part of an iterative process. One
can consider at least 3 iterations focusing respectively
on the 3 incremental scenarios: objective scenario,
then resources scenario, and finally the game sce-
nario. Nevertheless other iterations can occur for a
same targeted scenario according to the analysis of the
results from the generator executions. Indeed, gaps
between experts predictions and generated results can
occur, if such predictions are feasible. More gener-
ally, the analysis of the generated scenarios can high-
light some misunderstandings within the interdisci-
plinary team, or some misconceptions about the rules
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
71
Figure 5: The iterative meta-modeling and modeling pro-
cess involving domain experts.
and elements involved in the generation. Some re-
engineering iterations are then useful.
Note that changes in the meta-model will break
compatibility of the models: it then requires to re-
do or modify them. Also, changes on the metamodel
can impact the generator code: a new phase of Java
classes generation can be required. If changes do not
affect the metamodel but the semantic of the genera-
tion rules then only the generator code requires mod-
ifications.
5 APPLICATION TO THE
CASE-STUDY
In the next subsections the different steps of the pro-
cess are described in more details by applying our
proposition to the Escape it! context. We then present
one of the use cases involving experts in order to val-
idate our proposition (subsections 5.4).
5.1 The Experts’ Knowledge
Several collaborative sessions with autism experts led
us to progressively explicit:
the global ’escape-the-room’ gameplay adapta-
tion,
the visual performance skills in conformance with
this gameplay,
a more detailed description of the scene resolu-
tion in terms of objects, hiding elements, solution
objects, etc.
the domain rules to apply when generating a sce-
nario.
Some of these generation rules, the elements from the
profile and game components models in relation with
them, are sketched in Table 1.
The generator we developed do not yet tackle the
childs’ profile elements for the resource and game
levels of the generator (gray cells from Table 1). This
choice allowed us to focus on the high-priorities ele-
ments and rules.
As mentioned in the table, some mapping rules
have been made explicit in order to guide the genera-
tor in deciding how a scene is composed according to
a specific difficulty level. For example, here are the
mappings for the ’intermediary’ level:
some background elements can appear;
some hiding objects can appear with 0 or several
hidden objects inside according to their available
slots;
all selectable objects are in relation to the problem
resolution (no other objects for disturbing pur-
poses).
5.2 The Escape It! Metamodel
The complete metamodel (an XML-based ecore file)
is represented in a graphical form in Figure 6. It de-
scribes the concepts, properties and relations between
concepts. It has been specified with the EMF frame-
work.
This metamodel specifies all elements required for
the generator as well as those that will be generated
from it. It is not worth explaining all detailed ele-
ments. We then on purpose propose in Figure 7 a
more abstract perspective of the different parts, and
their relations, composing the metamodel.
There are 3 root elements in conformance with the
3 models to consider: Game Description, Profile El-
ements and Scenario. The Game Description is com-
posed of 3 sub-parts: the skills elements (e.g. the vi-
sual skills), the exercises elements (e.g. the scenes
and themes), the game components (the background,
objects, locations, etc.) that are relative to a concrete
exercise. Some elements from Exercises and Game
Components parts will refer to some specific skills el-
ements (e.g. the scenes must specified which targeted
skills they can deal with). Similarly, the Scenario is
composed of the 3 inter-related sub-parts: Objective
Scenario, Structural Scenario and Features Scenario
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Table 1: The different domain rules and elements to deal with according to our 3x3-dimensions framework.
Game description User profile Generation rules to consider
for scenarios
Objective
scenario
- the visual skills to acquire
- dependency relations be-
tween skills
- the acquired or in progress skills
- their difficulty level
- the number of levels to generate (n)
- only skills with parents at ’inter-
mediary’ level or higher are eligi-
ble
Structural
scenario
- the themes (school, house,
etc.) and the associated
scenes (bedroom, class-
room, etc.)
- for each scene: the skills
it can deal with
- the themes/scenes to ex-
clude/favour according to each
child’s preferences/dislikes
- information about previous game
sessions
- generate n different scenes from
the same theme if possible
- else generate different scenes
from various themes
- else generate a minimum of the
same scenes
Features
scenario
- for each scene: the back-
ground elements, the hiding
objects, the available object
places, etc.
- for each scene: the objects to
exclude/favour according to each
child’s preferences/dislikes
- for each scene: information about
elements involved in previous ses-
sions
- mappings between each diffi-
culty level and the objects to se-
lect and place into the scene
Figure 6: Complete view of the metamodel with variations of colors to discern the different dimensions.
(each of them completing the previous one). The Pro-
file part is not subdivided into other parts because, as
mentioned in Table 1, we only tackled the profile ele-
ments required for generating the objective scenario.
Finally, the most interesting relations are the ver-
tical ones: the generator will analyze the skills ele-
ments and profile elements in order to generate the
objective scenario (including elements being related
to skill elements). In a same way, the generator will
then analyze the Exercises elements according to the
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
73
Figure 7: Conceptual parts and relations (composed-of and
references) composing the metamodel. Similar colors are
used between Figures 6 and 7 to ease the parts identification.
previous identified skills to consider. Some of these
exercises elements will be identified to be used by ref-
erencing them into the Structural scenario elements.
Lastly, but the more complex part of the generator, the
game components relative to the previous selected ex-
ercises elements are analyzed. It will allow the gen-
erator to create the appropriate Features scenario el-
ements for specifying which objects have to appear
in the scene and at which locations, according to the
learning objective assigned to the scene.
5.3 Development of the Generator
We developed the generator as a Java, console-user-
interface program in order to benefit from the Java
Model code and other code facilities generated from
the metamodel. Nevertheless, the generation rules
still have to be considered. Those corresponding to
levels 1 and 3 (cf. Table 1) are hard-coded with
aleatory procedures when several possibilities occur.
We used the Java Choco-Solver-4 library to spec-
ify level 2 (scenes and themes selection) rules as
constraints-based programs.
As mentioned in previous sections we do not yet
tackle the domain rules relative to the child’s profile
for levels 2 and 3. The generator allows the successive
generation of the 3 scenarios. The resulting final sce-
nario is persisted as a model that can be displayed and
handled by the EMF-generated model editor. How-
ever we decided to display in the console a text-based
readable print of the generated scenarios.
5.4 Validation of the Scenario
Generator
This section is dedicated to the description of one use-
case among those we experimented with domain ex-
perts in order to verify (whether the system is well-
engineered and error-free) the generator and validate
(whether the generator and generator rules meet the
experts expectations and requirements) the generation
rules. All those use cases were fictive but realistic ac-
cording to experts suggestions. The modeled game
components were limited to the one available in the
prototype.
5.4.1 Modeling the Input Models
The generator requires two input models. The first
one specifies the game components involved with the
various scenario levels whereas the second one simu-
lates a child’s profile.
In our experiments with autism experts, the first
model has been specified on the base of experts’ re-
quirements. We modeled the B3-B4-B8-B25 visual
performance skills (respectively matching object to
image, matching object to object, sorting categories
of objects, making a seriation) and added their depen-
dency relations (e.g. Figure 8 shows that the B3 skill
unlocks the B4 and B8 skills, i.e. completing B3 at
its highest difficulty allows to progress independently
with the learning of the B4 and B8 skills). We then
specified the description of the game scenes according
to their relative theme (Figure 9). Finally, we spec-
ified the elements involved in the gymnasium scene
(Figure 10): the one we focused on when developing
the prototype.
This game description has been modeled using
the tree-based editor generated from our metamodel
thanks to the EMF tooling. Figures 8, 9 and 10 show
different extracts of this unique model. The model
root is a Game Description instance. The composition
relations are naturally represented within this tree-
based representation whereas properties and other re-
lations are detailed in the Properties view according
to the element currently selected.
In opposition to the game components model that
is unique, several children profile models have been
specified in order to test the correct use of generating
rules about the difficulty progress. Figure 11 shows
one of these profile models. It describes a child’s pro-
file wherein the B3 skill is acquired at its highest (ex-
pert) level. The B4 skill is at the elementary level, B8
is at the intermediate level, and B25 is at the beginner
level.
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74
Figure 8: Partial view of the game description input model
for level 1 (objective scenario).
Figure 9: Partial view of the game description input model
for level 2 (structural scenario).
5.4.2 Analyzing the Output Model
We only depict the output scenario generated from the
child’s profile example of the previous section.
The generator displays in the console user-
friendly prints of the resulting scenario. First prints
remind the input child’s profile and the number of
levels to generate. Then the objective scenario is dis-
played, followed by the additional information gener-
ated with the resource scenario (see Figure 12). For
example, experts can verify that, for this very genera-
tion execution, 4 levels are proposed for the respective
targeted and ordered skills: B4 / B25 / B8 and again
B8 (with their difficulty level relative to the one spec-
ified in the child’s profile). In this execution, the gen-
erator succeeded in proposing different scenes from
the same theme (school).
The prints depicted in Figure 13 describe the de-
tails of the game scenario only for the third level in-
volving the gymnasium scene (the only scene we fo-
cused on). This description includes the objects used
Figure 10: Partial view of the game description input model
for level 3 (feature scenario).
Figure 11: Partial view of a child’s profile input model.
and the slots used within the scene. Some slots refer
to the ones offered by background or hiding elements
(cf. descriptions in Figure 10).
5.5 Validation of Generating Rules
Previous subsections described a case-study in or-
der to present the different steps of our meta-
modeling/modeling process. This case-study, with
other ones, let us verify the correct functioning of
the generator. It also allowed us to validate the rel-
A Model-Driven Engineering Process to Support the Adaptive Generation of Learning Game Scenarios
75
Figure 12: Console prints after the generation of an adapted
scenario: readable view of the objective and structural parts
of the output model.
Figure 13: Console prints after the generation of an adapted
scenario: readable view of the feature part of the output
model.
evance of the generation rules with domain experts.
We now give some additional information about this
validation.
We conducted two collective sessions for exploit-
ing our generator with two experts. The first session
focused on the the first two layers: objective scenario
and resource scenario. We already tested our gener-
ator with various case-studies before this meeting in
order to avoid coding issues. This session consisted in
modeling some case studies with experts and analyz-
ing the generated scenarios. During this session we
decided not to take into account an initial domain rule
(not mentioned in Table 1) about generating 80% of
levels with skills at a maximal difficulty level ’inter-
mediary’ against 20% of skills with higher difficulty
levels. They finally did not consider it relevant. In
contrast we listed different mappings between every
difficulty level and the game objects to consider at the
game scenario level.
The second collaborative session focused on the
generation of the game scenario. Before, we modi-
fied the game components model to specify the gym-
nasium scene of the school theme as the only avail-
able scene. Thus, it forced the generator to select
this scene and then detail its game objects when deal-
ing with the game scenario generation. This session
let us validate the good matching between the diffi-
culty levels and the different game rules. The fictive
child’s profiles were only used here to drive the fo-
cus on a targeted skill, one-by-one, by experimenting
all difficulty levels mappings. In order to better visu-
alize the results proposed by the generator we used
some paper-based prints of the scene’s background
(with annotations about slots), objects, solution ob-
jects, hiding objects, etc. We read the console-based
generated result and placed the mentioned objects in
their slots. When done, we discussed the relevance of
the proposition with experts.
These very first validation sessions confirmed our
proposition to help domain experts in designing and
validating the required rules to drive the generation of
adapted learning scenarios.
6 CONCLUSIONS
In this paper we studied the problem of adapting
learning game scenarios to people with specific needs.
We presented a Model-Driven Engineering (MDE)
framework that ease the design and validation of
adaptive learning scenarios. It tackles the personal-
ization issue by helping domain experts and computer
scientists in making explicit and validating the do-
main elements and rules involved in the adaptation.
The proposition is based on a metamodel specifying
at first the domain elements according to both a 3-
incremental-perspective on the resulting scenario, and
a 3-dimensions specification of domain elements to
use and produce. The framework proposes to model
the game description and the child’s profile as input
models for the generator that will produce the adapted
scenario as an output model. We applied the frame-
work in the context of the Escape it! project that
aims at helping young children with Autistic Syn-
drome Disorder to learn and generalize visual perfor-
CSEDU 2018 - 10th International Conference on Computer Supported Education
76
mance skills. Collaborative sessions with autism ex-
perts have been conducted.
First results emphasized the interest in validating
the adaptation elements and rules on the early design
phases. It could be useful to avoid the re-engineering
cost when adaptation rules are invalidated when test-
ing a prototype. Moreover, MDE tools provide some
facilities in order to drive and ease the development of
a basic console-based generator. Models are both ex-
ecutable by the generator, and human-readable when
specified with a tree-based model editor (generated
by EMF from the metamodel specification). It then
offers a support for conducting collaborative design
sessions between computer scientists and domain ex-
perts.
Our very first validation sessions confirmed our
proposition to help domain experts in designing and
validating the required rules to drive the generation
of adapted learning scenarios. Further developments
will focus on integrating the generator output models
(XML file) in our Unity-based game prototype. It will
allow us to propose more accurate validations with
respect to the prototype independence to changes on
the generator. We also highlighted that the dynamical
domain rules, like the generation rules and the map-
ping rules between the difficulty levels and the game
objects involved within a scene resolution, are not ex-
plicit: they are hard-coded in the generator. Because it
can also lead to coding issues, further research works
about specifying such informations have to be under-
taken. We have started tackling this issue by exper-
imenting various MDE techniques: models transfor-
mations, model weaving, validation of models in con-
formance to rules written with the Object Constraint
Language (OCL), etc.
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