An Environment to Support Collaborative Learning by Modding

  • Sébastien George
  • Élise Lavoué
  • Baptiste Monterrat
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8095)


In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose a framework to support collaborative modding activities based on four components: the game, the Game Development Kit (GDK), contextual discussions and a knowledge map. We then propose an architecture that integrates these components on a unique platform. We finally present the results of a first exploratory study that demonstrates the feasibility and the interest of this approach for learning and the need for integrating collaborative tools in a unique environment.


modding game development kits learning game 2.0 collaborative learning 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Ang, C.S., Zaphiris, P., Wilson, S.: Wiki-supported Collaborative Narrative Construction in Game Communities. In: ECSCW 2005 Workshop on Computer Games CSCW, Paris, France (2005)Google Scholar
  2. 2.
    Becker, K.: The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games. International Journal of Game-Based Learning 1(1), 19–31 (2011)CrossRefGoogle Scholar
  3. 3.
    Cignoni, G.A.: Reporting about the Mod software process. In: Ambriola, V. (ed.) EWSPT 2001. LNCS, vol. 2077, pp. 242–245. Springer, Heidelberg (2001)CrossRefGoogle Scholar
  4. 4.
    Djaouti, D., Alvarez, J., Jessel, J.P.: Can Gaming 2.0 help design Serious Games?: a comparative study. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, pp. 11–18 (2010)Google Scholar
  5. 5.
    Djaouti, D., Alvarez, J., Jessel, J.-P.: Classifying Serious Games: The G/P/S Model. In: Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, pp. 118–136. IGI Global (2011)Google Scholar
  6. 6.
    El-Nasr, M.S., Smith, B.K.: Learning through game modding. Computers in Entertainment (CIE) 4(1), 1–20 (2006)CrossRefGoogle Scholar
  7. 7.
    George, S.: Contextualizing Discussions in Distance Learning Systems. In: Proceedings of the 4th IEEE International Conference on Advanced Learning Technologies, Joensuu, Finland, pp. 226–230 (2004)Google Scholar
  8. 8.
    Lave, J., Wenger, E.: Situated Learning. Legitimate Peripheral Participation. Cambridge University Press (1991)Google Scholar
  9. 9.
    Loh, C.S., Byun, J.H.: Modding Neverwinter Nights into serious games. In: Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments, pp. 408–426 (2009)Google Scholar
  10. 10.
    McAtamney, H., O’Shea, B., Mtenzi, F.: Using the Crytek game engine in the Dublin Institute of Technology. In: Proceedings of the 7th International Conference on Computer Games, Angoulême, France (2005)Google Scholar
  11. 11.
    Monterrat, B., Lavoué, E., George, S.: Learning Game 2.0: Support for Game Modding as a Learning Activity. In: 6th European Conference on Games Based Learning, Cork, Ireland, pp. 340–347 (2012)Google Scholar
  12. 12.
    Moshirnia, A.: The educational potential of modified video games. Issues in Informing Science and Information Technology 4, 511–521 (2007)Google Scholar
  13. 13.
    Oblinger.: Games and Learning. Educase Quarterly 29 (3), 1–7 (2006)Google Scholar
  14. 14.
    Postigo, H.: Video Game Appropriation through Modifications: Attitudes Concerning Intellectual Property among Modders and Fans. Convergence: The International Journal of Research into New Media Technologies 14(1), 59–74 (2008)CrossRefGoogle Scholar
  15. 15.
    Scacchi, W.: Modding as a Basis for Developing Game Systems. In: Proceeding of the 1st International Workshop on Games and Software Engineering, Waikiki, Honolulu, USA, pp. 5–8 (2011)Google Scholar
  16. 16.
    Tavares, J.P., Roque, L.: Games 2.0: Participatory Game Creation. In: Proceedings of the 6th Symposium on Computer Games and Digital Entertainment, São Leopoldo, Brazil (2007)Google Scholar
  17. 17.
    Volk, D.: Co-creative game development in a participatory Metaverse. In: Proceedings of the Tenth Anniversary Conference on Participatory Design 2008, Bloomington, IN, USA, pp. 262–265 (2008)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Sébastien George
    • 1
    • 2
  • Élise Lavoué
    • 1
    • 3
  • Baptiste Monterrat
    • 1
    • 2
  1. 1.CNRSUniversité de LyonFrance
  2. 2.INSA-Lyon, LIRIS, UMR5205France
  3. 3.Magellan, Liris, UMR5205Université Jean Moulin Lyon 3France

Personalised recommendations