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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>MonstER Park - The Entity-Relationship-Diagram Learning Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>J. Schildgen</string-name>
          <email>johannes.schildgen@oth-regensburg.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technical University of Applied Sciences Regensburg</institution>
          ,
          <addr-line>Germany https://</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>150</fpage>
      <lpage>157</lpage>
      <abstract>
        <p>In computer science, game-based learning is an exciting and entertaining way to learn a programming language or coding fundamentals. MonstER Park is a game which applies this concept to entityrelationship models (ERM) an teach it in an easy, fun, and e ective way. The plot of the game is about a theme park named MonstER Park that is opening soon, but it's not yet ready. The player of the game has to talk to little monsters and create an ER diagram step-by-step. The player gets instant feedback, and the game continues after correctly solving a task. On completion of a game, the player knows the following fundamentals of ER diagrams and can download a certi cate: entity types, (recursive) relationships, (complex, multi-valued) attributes, (compound) primary keys, generalization. The game is free and available at https://www.monst-er.de without any registration.</p>
      </abstract>
      <kwd-group>
        <kwd>Game-based Learning</kwd>
        <kwd>ER Diagrams</kwd>
        <kwd>E-Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Conceptual modeling is a core discipline in computer science. It's taught in
database fundamental lectures together with the relational model, transactional
concepts, and the query language SQL [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. While students can try them in an
interactive way, conceptual modeling is done either with pen and paper or with
Computer-aided Software Engineering (CASE) tools like the SAP Power
Designer or ERDplus. These tools are often complicated and have too many
features, and they do not provide instant feedback to the student. Furthermore,
these tools aren't the best way for learning the fundamentals of ER diagrams.
These are good for applying the concepts learned through a lecture, a video, or
a book. The motivation of creating the learning game MonstER park was to (1)
teach the fundamentals of entity-relationship diagrams, (2) give instant feedback
to students on their solutions, and (3) make the learning fun and entertaining
through storytelling. The target group of this game is school and university
students as well as IT trainees. As no prior knowledge in conceptual modeling or
coding is required, anyone can play the game without any preparation.
      </p>
      <p>The structure of this paper is as follows: Chapter 2 describes the game
principle of MonstER Park, Chapter 3 focuses on implementation details, Chapter
4 shows the related work. Preliminary results are in Chapter 5, and Chapter 6
concludes the paper.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>MonstER Park</title>
      <sec id="sec-2-1">
        <title>Learning Games in Computer Science</title>
        <p>
          The word \game" in learning games means that the user who plays the game
does not only do this to learn but also to have fun during the learning [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The
key characteristics of games to achieve this are rules, goals, feedback, challenge,
interaction, and a representation of a story [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. The objective of MonstER park
is to include all these elements.
        </p>
        <p>
          Simple forms of learning games are quizzes or puzzles [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. They are used for
learning arbitrary knowledge topics (\what?") but not skills (\how?"). In
computer science and other disciplines, practical exercises are very important. This
way, the learners have to apply what they have learned on new and unknown
problems. Typically, all learners make the same mistakes in the beginning and
improve their skills gradually. In disciplines like learning a programming
language, the learners get instant feedback when they code. They can immediately
see whether their code is correct nor not. If the program shows the expected
behavior and does not show an error, the learner was successful. In disciplines
like conceptual modeling with ER diagrams, no instant feedback is given. When
an ER diagram is drawn on a paper, only a reviewer (teacher, professor, or peer)
can assert whether the diagram is syntactically and semantically correct or not.
When the learner uses a CASE tool instead, these tools only check for
syntactical correctness, but they cannot tell whether the ER diagram models a given
scenario rightly. The game MonstER Park bridges this gap and instantly tells
the player about the problem. The game continues only when the problem is
solved by proper modeling.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Game Principle</title>
        <p>Similar to any CASE tool, the layout of the game MonstER Park consists of a big
paper area where the player draws an ER diagram and control elements to create,
modify, and delete diagram elements like entities, relationships, or attributes (see
Figure 1). Besides these modeling tools, the application shows pictures of game
characters together with speech bubbles. One of the characters is always the
player's avatar. Depending on the current story situation, this character has a
happy, pensive, or surprised face. The second character is a monster or another
human that tells the learner what to do. When one task is complete, the story
continues and the next task is shown.</p>
        <p>The story of the game is about a new theme park, similar to the movie
Jurassic Park. But here, there are no dinosaurs, but little monsters. And similar
to the story of the game Pokemon, the visitors of the park can also play with
the monsters, collect them, train them, and participate in teams and contests.
The story begins before the park opens. The player has to model the elements
of the theme park by creating an ER diagram step by step. For example, as the
rst task, the player must create an entity type \Monster", and afterward add
the attributes of a monster and so on.</p>
        <p>The game covers the following elements of ER diagrams: entity types,
relationships, recursive relationships, attributes, relationship attributes, primary
keys, compound primary keys, multi-valued attributes, sub-attributes, and
subentity-types.</p>
        <p>No prior knowledge in ER diagrams or databases is required to play the game.
When a new concept appears in the game for the rst time, it is explained to the
learner. This way, MonstER park not only checks the knowledge in ER diagrams
but also teaches them from scratch. The full game consists of 33 levels and 19
tasks. Each level of the game presents a story-line. For example, in one level,
Fibi, a re monster appears and mentions that his temperature has changed.
The player has to create a new entity type \ re monster" which is a
sub-entitytype of \monster" and has an attribute \temperature" to make progress in the
game.</p>
        <p>At the beginning of the game, the task descriptions are quite detailed, for
example \Oh, so a monster belongs to a trainer. I'm going to create a relationship."
At a later level, recurring modeling concepts are not explained again so that the
player can directly apply the concepts they have learned to a new problem.</p>
        <p>The control elements of the game are easy to use, self-explaining, and reduced
to a minimum. The game displays buttons, text boxes, and checkboxes only when
they make sense for the currently selected element. For example, when the learner
clicks on an entity type, two buttons appear, one for deleting the entity type,
and one for adding an attribute to it. Furthermore, a text box for the entity-type
name and a drop-down list of an optional is-a relationship is shown. Di erent
from other modeling tools, the users of MonstER Park can only create and
modify cell elements, not the lines between them. When an attribute is added to
an entity type or relationship, or when a relationship connects two entity types,
the lines are automatically drawn in the diagram. This avoids incorrect usage of
lines, e. g. by directly connecting two entity types without a relationship between
them.</p>
        <p>After completing the game, the learner can download a certi cate. This
certi cate contains a unique certi cate ID, a URL, the name of the learner, and
an image of the created ER diagram. Learners can send their certi cate ID to
their professor or submit the ID in a submission form of an e-learning system
so that the professor can check its validity. This way, students can, for
example, get bonus points for an exam quali cation, when they submit a unique and
valid certi cate ID after playing the game. An examiner can verify the certi
cate by either opening the certi cate PDF via its URL or by using an API that
only responds \valid" in case of a valid ID. The API has the following format:
https://www.monst-er.de/cert.php?id=CERTIFICATE ID&amp;check
Limitations As a consequence of the limited number of control elements that
make the editor easy to use, there are some limitations. The most important
one is that it is not possible to create higher-degree relationships that connect
more than two entity types. Recursive relationships are possible by selecting the
same participating entity types. Cardinality selections allow for 1:1, 1:N, N:1,
and N:M relationships, but 1:1 relationships are not covered within the game to
set a focus on the most popular relationship types (1:N and N:M). Another
limitation is the low number of supported properties of entity types and attributes.
Weak entity types, extending primary-key attributes, or derived attributes are
not supported. It is possible to extend the game by these concepts, but we
decided to keep the game as simple as possible and focus on the main elements to
avoid confusion. The same holds for special relationships like associations,
aggregations, or compositions. These concepts can be explained after playing the
game, for example in a lecture, to give an outlook of advanced concepts in ER
modeling to the student.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Implementation Details</title>
      <p>The game MonstER Park is playable in a web browser on any computer or tablet.
However, it is not optimized for mobile phones due to their small screen size.
The game runs on any operating system and does not require any installation or
registration. This allows quick and easy setup in classrooms and at home. The
game logic is completely client-based, except for the generation of the certi cate.
This way, the game can even be installed locally on machines without an internet
connection by directly checking out the code from GitHub.</p>
      <p>For the development of the game, we have used JavaScript game logic, jQuery
and Foundation for the layout and controls, and the JavaScript library JointJS
for the ER diagram visual elements.</p>
      <p>Each user action, like adding a new entity type or changing its name not
only results in performing a corresponding visual change within the editor, but
also in maintaining an internal structure which represents the elements of the
user's ER diagram. This internal structure is then used to check whether a level
is solved correctly or not. It consists of two arrays: one array of entity types
and one array of relationships. The objects in these elements store the name,
the attributes, and other properties. An example diagram which consists of two
attributes looks like this (simpli ed version):
_e = [
{ "name": "Monster",
"_a": [ {"name": "Monster-ID", "options": ["primary"]},
{"name": "Name"} ]
]</p>
      <p>}
The story of the game is also an array. One element corresponds to one level.
A level is de ned by a story text, the character images to display, and a
solution. The solution looks similar to the array above but here, each element name
is not a single string value but an array of all accepted solutions, for
example: ["monsterid", "monsterno", "monsternumber"]. All user input values
for enitity-type, relationship, and attribute names are rst normalized by
removing all non-alphabetical characters and transforming it into lowercase format
and afterward compared to the array of valid solutions. If for each element, its
solution array contains the normalized user input, the level is marked as solved.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Related Work</title>
      <p>
        As an earlier project, we created the learning game SQL Island [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Our statistics
show that students from various universities and schools across the world play
this game more than 6,000 times every month. MonstER Park uses the same
game principle and follows similar goals: Both games can be played in a browser
without any installation or registration, in both games, no prior knowledge is
required, and both use an enjoyable story. Nevertheless, building a learning game
for graphical modeling is quite di erent than for SQL queries. Checking the
correctness of an SQL query is quite simple: The symmetric di erence between
the result sets of the user query and the sample solution must be empty. This
is the case only if the two queries produce the same results. However, in ER
diagrams, two di erent diagrams can be correct even if they di er in the naming
of entity types, attributes, or relationships. Furthermore, there is no automatic
way to check an ER diagram for semantic correctness or equivalence. Jajodia et
al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] describe di erent forms of equivalence of two ER diagrams, for example,
whether they allow to describe the same data, or whether they express the same
constraints within the data. Within these de nitions, two elements are treated
as equal when their names are synonyms. Furthermore, Jajodia et al. focus on
attribute domains. In MonstER Park, domains and data types are not speci ed,
therefore, it is not possible to check for attribute-domain compatibility.
      </p>
      <p>
        There are multiple interactive learning tools for ER diagrams, however, very
few compared to programming languages or query languages like SQL.
Furthermore, these tools can help in practicing ER-diagram drawing but not in learning
the concepts. LabDER [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] is a virtual learning environment for automatically
grading student responses in ERD exercises. This tool can be used by professors
to de ne ER-based questions and automatically grade and provide feedback to
student's answers. The feedback and grade are generated by a comparison of the
student's ER diagram to a sample solution. Other two learning environments
are KERMIT [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] (Knowledge-based Entity Relationship Modelling Intelligent
Tutor) and EER-Tutor [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These applications present a task description to the
user. After the user creates and submits an ER diagram using a built-in editor,
the applications then check the solution and give feedback to the user. Thomas
et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] follow a similar approach. Their automatic grading tool checks for
malformed ER diagrams, missing, and additional elements. In [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], a learner's ER
diagram and the solution diagram are translated into an XML representation.
The authors compare two approaches for computing the similarity between these
XML documents, namely a tree-similarity and a machine-learning algorithm.
ERM-VLE [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] uses a text-based interface to let the user add, drop, and modify
elements in an ER diagram with input commands. When a command is wrong,
an error is shown to the user. DATsys [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is a tool for creating diagram-based
assignment, not only for ER diagrams but also for ow charts, class diagrams,
and more. This tool does not automatically check for correctness, nor it gives
automatic feedback or grades. Instead, it o ers a marking interface for the teacher
to manually check the student submissions. Murray and Guimaraes [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] present
a web-based tool that teaches the concepts and modeling notations by showing
animated diagrams. This tool does not provide an interactive editor. The users
can only see nished diagrams or select one of multiple solutions for a given
problem in a quiz. A simulation game presented in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] provides visualizations of
di erent learning topics. At any point in the game, the user can pause the
visualization and dive deeper into these topics and get more details. For example,
to see the steps on how an ER diagram is created.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Preliminary Results</title>
      <p>When the rst version of MonstER was published, more than 350 students from
various universities within the rst three weeks. 68 of those students were
attending the database-fundamentals lecture at the same time. They provided feedback
that was overall positive and had many suggestions for improvement. Most of
these suggestions, for example, for new features, better usability, or bug xes are
implemented in the current version of the game.
s 350
t
en 300
d
tu 250
s
fo 200
r
eb 150
um 100
N
50
0
5
10
15</p>
      <p>Level
20
25
30
35
As shown in Figure 2, out of 350 game sessions, 61 (12%) sessions lasted until
level 33 (end of the game). 34 of those users downloaded their certi cate. The
gure also shows that most of the visitors who started the game just wanted to
take a look at it and not to play it. One third of all visitors solved the rst task
(level 3). Another interesting result is that half of the users who solved the rst
task nished the game. Especially when level 20 is reached, they wanted to play
until the end. This shows a low frustration rate during the gameplay.</p>
      <p>Textual user feedback con rms this statement. The users wrote that they
enjoyed playing the game, they had a lot of fun, and many of the players wished
that the game had more levels. Although the game is too short, students liked
the funny story of the game and the combination of learning and playing. They
wrote that they feel good after solving level after level. They get a con rmation
that they solved a task correctly. One student wrote that she used the game as
a meaningful distraction while she was learning for an exam.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>We presented the learning game MonstER Park that teaches the fundamentals of
entity-relationship models in a game-based manner. Each level shows an exercise
to the user as a part of bigger story. When the user completes an exercise
successfully, the user gets feedback and the next exercise is shown. On completing
the game successfully, the user gets a certi cate.</p>
      <p>Preliminary results show that students like the game and have no problems
nishing it. However, these rst results are based on students who already know
the concepts of ER diagrams from a lecture. In future research, we will examine
how well suited the game is for people without prior knowledge of ER diagrams.</p>
      <p>MonstER Park uses the Chen notation. However, in many universities, the
crow's foot notation is used primarily, which can be implemented in a future
version of MonstER Park as an alternative in the diagram editor. Currently,
the game is available in English and German. Supporting more languages is
planned for future versions. As an extension of the game, a follow-up game is
planned which uses the player's ER diagram from MonstER Park to step by
step transform it into a relational schema and CREATE TABLE commands. And
like MonstER Park and SQL Island, this game should also not require any prior
knowledge of the relational model or SQL.</p>
    </sec>
  </body>
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