Ontology, a prominent branch of philosophy, delves into the intricate study of existing entities, their categorization, and the interconnections binding them together. The spectrum of entities under scrutiny encompasses physical objects, abstract constructs, time, spatial dimensions, actions, events, and even beliefs.
Ontology Mapping
Our methodology focuses on integrating concepts from two key domains: Instructional Design, specifically using the Revised Bloom’s Taxonomy, and Game Design, leveraging the Unifying Game Design Ontology. This approach aims to bridge educational and game design principles, providing a structured way to represent learning outcomes in relation to game mechanics.
1. Framework Selection
- Revised Bloom’s Taxonomy: Bloom’s Taxonomy is widely used to classify educational goals, particularly focusing on cognitive skills and learning objectives. The revised version introduces two dimensions—cognitive processes (e.g., remembering, understanding, applying, analyzing, evaluating, and creating) and knowledge types (factual, conceptual, procedural, and metacognitive). This framework guides the hierarchical structure of learning objectives, helping design curricula or instructional activities.
- Unifying Game Design Ontology: This ontology provides a comprehensive framework to describe and model game components, including mechanics, dynamics, aesthetics, and player interactions. By using this ontology, we can systematically describe game elements and how they contribute to gameplay and player engagement.
2. Conceptual Mapping
To ensure an integrated model, we first established mappings between the cognitive processes in Bloom’s Taxonomy and the corresponding game mechanics in the Unifying Game Design Ontology:
- Cognitive Processes: Bloom’s Taxonomy defines six levels of cognitive processes, from lower-order thinking skills (remembering and understanding) to higher-order skills (analyzing, evaluating, and creating). Each of these processes is mapped to game design elements that align with educational tasks, such as knowledge recall, strategy formulation, and problem-solving.
- Game Mechanics: In parallel, the Unifying Game Design Ontology classifies game elements such as goals, challenges, feedback, and player actions. These elements were mapped to the instructional goals outlined by Bloom’s Taxonomy, creating a structure where game mechanics directly support educational outcomes.
3. Ontology Representation
Once mappings were established, we formalized them using RDF (Resource Description Framework) to ensure hierarchical and semantic clarity:
- Class Hierarchy: We created a hierarchy where each educational concept (e.g., a specific learning objective like “understanding”) was linked to relevant game mechanics (e.g., feedback loops, problem-solving tasks). This hierarchy also captured the relationships between concepts, such as subclasses (e.g., “applying” being a subclass of “understanding”) using
rdfs:subClassOf. - RDF Triples: These relationships were encoded as RDF triples, ensuring that each concept and its related game mechanics could be clearly represented and queried within the RDF framework. For example, we represented a learning objective as a class in the ontology, with links to the game mechanics that support achieving that objective.
4. Generating Hierarchies
To facilitate a deeper understanding of both educational and game design relationships, our plugin generates hierarchies between classes, effectively showing how higher-order learning objectives map to increasingly complex game mechanics. These hierarchies offer a visualization of how both frameworks can work together to design learning experiences that are both educationally meaningful and engaging through gameplay.
5. Validation and Refinement
The mappings between the Revised Bloom’s Taxonomy and the Game Design Ontology were iteratively refined based on expert feedback and case studies. This ensured that the relationships captured in the ontology accurately represented both educational goals and game design principles, providing a robust methodology for designing educational games or gamified learning experiences.
This methodology allows us to leverage both instructional design and game design principles in a structured, integrated way, ensuring that educational games or activities meet learning objectives while providing engaging and meaningful gameplay.