MA, M. OIKONOMOU, A. Jain, L. C. (Eds.) - Serious Games and Edutainment Applications
MA, M. OIKONOMOU, A. Jain, L. C. (Eds.) - Serious Games and Edutainment Applications
123
Editors
Minhua Ma Andreas Oikonomou
The Glasgow School of Art University of Derby
Digital Design Studio E514
The Hub School of Computing and Mathematics
G51 1EA Glasgow Kedleston Road
UK DE22 1GB Derby
[email protected] UK
[email protected]
Lakhmi C. Jain
University of South Australia
School of Electrical and Information
Engineering
Adelaide South Australia
Australia
[email protected]
My interest in the serious games began in 2005 with work on virtual reality
games for post-stroke rehabilitation but was rekindled in 2009 when experiment-
ing Second Life as a learning and teaching environment for computer game
design and working with Nottingham University Hospitals on computer games
intervention with mucus clearing devices for Cystic Fibrosis. Serious Games and
Edutainment Applications arose from the First International Workshop on Serious
Games Development and Applications at University of Derby in 2010. The event
has now becomes an annual conference and is supported by the Gala European
Network of Excellence in Serious Games, the TARGET project which is partially
funded by the European Community under the Seventh Framework Programme,
and a number of partners such as the Glasgow School of Art, University of Derby,
INESC ID, and Technical University of Lisbon. This year, the annual conference
(SGDA 2011) is hosted by the Technical University of Lisbon (IST/UTL), and the
conference proceedings will be published by Springer-Verlag as part of the LNCS
series.
Serious Games and Edutainment Applications offers an insightful introduction
to the development and applications of games technologies in educational set-
tings, with cutting edge academic research and industry updates which will inform
readers current and future advances in the area. The book is divided into five
parts: introduction, theories and reviews, custom-made games and case studies, use
of Commercial-off-the-shelf (COTS) games in education, and social aspects and
gamification.
The book will benefit academics, researchers, graduates, and undergradu-
ates in the fields of computer games and education, educators who wish to
use games technologies in their teaching, game designers and developers, game
publishers, and entrepreneurs in the games industry. For academics deliver-
ing taught modules in any fields, this book can serve as a good collection
of related articles to facilitate a broad understanding of this subject and as
such it can become one of the handbook to help educators to select, plan,
and carry out teaching using commercial or custom-made games. Professional
game designers and developers who adapt off-the-shelf virtual environment for
teaching and learning purposes will find some interesting examples of using
v
vi Preface
Glasgow, UK Minhua Ma
Contents
Part I Introduction
1 Innovations in Serious Games for Future Learning . . . . . . . . . 3
Minhua Ma, Andreas Oikonomou, and Lakhmi C. Jain
2 Serious Games: A New Paradigm for Education? . . . . . . . . . . 9
Sara de Freitas and Fotis Liarokapis
3 Origins of Serious Games . . . . . . . . . . . . . . . . . . . . . . . 25
Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel,
and Olivier Rampnoux
4 Serious Learning in Serious Games . . . . . . . . . . . . . . . . . . 45
Konstantin Mitgutsch
vii
viii Contents
xi
xii Contributors
xv
xvi About the Editors
1.1 Introduction
The recent emergence of serious games as a branch of video games has introduced
the concept of games designed for a serious purpose other than pure entertainment.
To date the major applications of serious games include education and training, engi-
neering, healthcare (Garcia-Ruiz et al., 2011), military applications, city planning,
production, crisis response, just to name a few. Serious games have primarily been
used as a tool that gives players a novel way to interact with games in order to learn
skills and knowledge, promote physical activities, support social-emotional devel-
opment, and treat different types of psychological and physical disorders amongst
others. Many recent studies have identified the benefits of using video games in
a variety of serious—even critical—contexts. Games technology is inexpensive,
widely available, fun and entertaining for people of all ages. If utilised alongside, or
combined with conventional training and educational approaches it could provide a
more powerful means of knowledge transfer in almost every application domain.
This book Serious Games and Edutainment Applications offers an insightful
introduction to the development and applications of games technologies in educa-
tional settings. It includes cutting edge academic research and industry updates that
will inform readers of current and future advances in the area. The book is suitable
for both researchers and educators who are interested in using games for educa-
tional purposes as well as game professionals who are trying to gain a thorough
understanding of issues involved in the application of video games technology into
educational settings.
M. Ma (B)
Digital Design Studio, Glasgow School of Art, Glasgow G51 1EA, UK
e-mail: [email protected]
This chapter gives an overview of the book. The chapters in this book also give the
reader a perspective of future trends of serious games.
6 M. Ma et al.
Using social media to improve learning is becoming more important due to the
popularity of social gaming and the effectiveness of social interaction in the learn-
ing process. The community aspect of serious games is explored and experimented
with in Chapters 5, 20, and 23. We believe that putting social psychology into
serious game would be another direction for future development of edutainment
applications.
References
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3D Virtual Learning Environments. Springer, Berlin (2010)
Baldwin, M.W., Dandeneau, S.D.: Putting social psychology into serious games. Soc. Personality
Psychol. Compass 3(4), 547–565, July 2009. Blackwell (2009)
1 Innovations in Serious Games for Future Learning 7
Bergeron, B.: Developing Serious Games, Game Development Series. Charles River Media,
Hingham, MA (2006)
Connolly, T., Stansfield, M., Boyle, L.: Games-Based Learning Advancement for Multi-Sensory
Human Computer Interfaces: Techniques and Effective Practices. IGI Global, Hershey, PA
(2009)
Egenfeldt-Nielsen, S.: Third generation educational use of computer games. J. Educ. Multimedia
Hypermedia 16(3), 263–281 (2007)
Garcia-Ruiz, M.A., Tashiro, J., Kapralos, B., Martin, M.V.: Crouching Tangents, Hidden Danger:
Assessing Development of Dangerous Misconceptions within Serious Games for Healthcare
Education. Gaming and Simulations: Concepts, Methodologies, Tools and Applications,
pp. 1712–1749. Information Resources Management Association, Hershey, PA (2011)
Kankaanranta, M., Neittaanmaki, P.: Design and Use of Serious Games (International Series
on Intelligent Systems, Control and Automation: Science and Engineering). Springer, Berlin
(2010)
Ritterfeld, U., Cody, M., Vorderer, P.: Serious Games Mechanisms and Effects. Routledge, New
York (2009)
Thorpe, A., Ma, M., Oikonomou, A.: Alternative input methods for video games. In Mehdi, Q. et al.
(eds.) Proceedings of the 16th IEEE Conference on Computer Games: AI, Animation, Mobile,
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Louisville, KY, 27–30 Jul 2011.
Waern: Technology rant: Hardcore use of the IPhone. Pervasive Games: Theory and Design.
Experiences on the Boundary between Life and Play [Online]. http://pervasivegames.
wordpress.com/2009/07/16/technology-rant-hardcore-use-of-the-iphone/ (2009)
Chapter 2
Serious Games: A New Paradigm for Education?
The pervasiveness of gaming, the widespread use of the internet and the need to
create more engaging educational practices have led to the emergence of serious
games as a new form for education and training. While many have begun to see
the potential of serious games to supplement and augment traditional formal edu-
cation and informal non-curriculum training, the authors consider the potential of
serious games to offer a paradigm shift in how education and training are delivered
in the twenty-first century. The implications of this transition to a new paradigm of
game-based learning will be broadly to adopt metaphors of games, or the ‘gamifica-
tion’ of learning. The shift will include the adoption of: distributed tutoring models
using avatar-driven scaffolded approaches, models of assessment and accreditation
towards peer- and personalised modelling of the learner and provide an empha-
sis upon social interactive learning based upon dialogue and social interactions
rather than tutor-based and individual study. This will increase opportunities for
synchronous feedback and feedback loops, and mean the integration of multimodal
interfaces including brain-computer interfaces (BCIs) and haptics.
Research work being undertaken by the authors and Research team at the Serious
Games Institute (SGI) in the UK is bringing together different lines of research in
educational research, computer science and neuropsychology to evaluate how this
new paradigm might look and feel testing the principles outlined in this chapter in a
model of ancient Rome populated by virtual agents and being evaluated with school
children aged 11–14 years old.
To illustrate the conceptual basis of this shift, this chapter will explore the con-
text for the new paradigm of learning in relation to the key critical concepts that
centre around gamification, immersion and social interactivity, in this chapter we
analyse these base critical concepts firstly in relation to the notion of ‘gamification’
S. de Freitas (B)
Serious Games Institute (SGI), Coventry University, Coventry, UK
e-mail: [email protected]
through the lens of an historical overview of serious games and secondly in a sec-
tion exploring the need for an overall model for serious game design based upon
four models and frameworks developed in past research work: the four dimensional
framework (de Freitas and Oliver, 2006), exploratory learning model (de Freitas and
Neumann, 2009), multimodal interface architecture model (White et al., 2007) and
the game-based learning framework (Staalduinen and de Freitas, 2011). The chap-
ter aims to set out the key conceptual territory for serious game design and bring
together the main theoretical areas under consideration for future development of
effective serious game content.
The notion of ‘gamification’ has recently come to the fore as an expression of the
pervasiveness of gaming in everyday. At the beginning of 2010 the games industry
posted total sales of $1.17 billion just for the month of January. The value of seri-
ous games in 2008 was between $1 and 2 billion, recent reports circulating in US
and Europe are talking about $9–11 billion. A recent study on gaming behaviour
in Europe by the International Software Federation of Europe (ISFE, 2010) found
that 74% of those aged 16–19 considered themselves gamers (n = 3000), 60% of
those 20–24, 56% 25–29 and 38% 30–44. While 32% of the total UK population
consider themselves gamers (n = 3000). Thirty one percent of females described
themselves as gamers and 34% of males. These recent demographic studies show
that the introduction of casual gaming and the wider appeal of online games have
extended gaming audiences from the more traditional game-players of young males
out to female audiences. Further, far from being age limited, the recent appeal of
online games is extending games out to older game players.
Over the past decade there have been tremendous advances in entertainment
computing technology and the gaming industry grew enormously ranging from
console, PC and mobile based games. Real-time computer graphics can achieve
near-photorealism and virtual game worlds are usually populated with considerable
amounts of high quality content, creating a rich user experience, as well as reduc-
ing development costs considerably. As games in entertainment and leisure time
increases its hold on us, so too does the power of games for non-entertainment pur-
poses begin to take a more central role, and increasingly we begin to more clearly
understand the mechanics that underpin its success. One of the best examples of
‘gamification’ – or how games are pervading our lives – is the example of serious
games, educational gaming as well as games and virtual worlds that are specifi-
cally developed for educational purposes reveal the potential of these technologies to
engage and motivate beyond leisure time activities (Anderson et al., 2009). A broad
definition refers to serious games as computer games that have an educational and
learning aspect and are not used just for entertainment purposes. Serious games are
currently being used in a range of different contexts and two survey papers regarding
2 Serious Games: A New Paradigm for Education? 11
of serious games have been recently documented (Susi et al., 2007; Anderson et al.,
2009).
While arguments against serious games have centred upon a lack of empirical
evidence in support of its efficacy, two large studies in the UK and US respectively
have demonstrated positive results in large sample groups, in one study on Triage
Trainer considerable efficacy of game-based approaches over traditional learning
techniques were demonstrated (Knight et al., 2010), while in another study on the
game Re:Mission behavioural change in children with respect to medication adher-
ence was proven in clinical trials (Kato et al., 2008). These studies have shown the
ability for serious games to engage young and older learners, by targeting specific
groups, and in both cases of experienced gamers and non-gamers have shown the
efficacy of the game format for behavioural and attitudinal change. In another recent
study, attitudinal change was found in a game Floodsim designed to raise aware-
ness about flooding issues (Rebolledo-Mendez et al., 2009). Together the power of
‘immersive experiences’ is proving more engaging and motivating than standard
approaches to training and education and more evidence of this efficacy is grow-
ing in the literature. The notion of ‘immersion’ itself is becoming considered as a
central design tool as we move towards considering learning not only as knowledge
construction but also as socialization, in our work we regard immersion as critical
to good game design because it engages and motivates, and often includes com-
ponents of interactivity, narrativity, ‘flow’ and fidelity (Csikszentmihalyi, 1990; de
Freitas and Oliver, 2006).
In a recent book by the game designer Jane McGonigal, the author argues that
reality is in general very unsatisfying for many, and how many people are find-
ing happiness increasingly in games environments (McGonigal, 2011). Her thesis
advances the notion that game elements could be used to engage and motivate more
‘real world’ activities, such as work and education. Her premise starts from a pos-
itive psychology as opposed to traditional psychology perspective, which aims to
look at human behaviour not in terms of illness and depression, but in terms of hap-
piness and wellness. Psychologists such as Mihaly Csikszentmihalyi have opened
up this area of psychology that aims to express positive behaviours such as hap-
piness, and these McGonigal argues are aspects that are mirrored in good game
play (Csikszentmihalyi, 1990). In work examining animal play undertaken by Stuart
Brown, he draws upon a synthesis study of psychopaths, the studies revealed that
‘normal play behaviour was virtually absent throughout the lives of highly violent,
anti-social men, regardless of demography’ (Brown, 1998, p. 249). The work under-
lines the argument that the traditional approach to games and game play as being
without value, and as being addictive or violent, is in fact the opposite of the truth.
Games and play are incredibly powerful tools for socialization and collaboration
and in fact indicate real potential for therapy and rehabilitation. McGonigal’s work
shows that the ‘fixes’ of games can be overlaid upon real world activities to moti-
vate and engage, and that play can be used effectively for socialization as well as
therapy.
Previous studies illustrated that games can promote learning (e.g. van Eck, 2006).
Spatial abilities can be also improved by playing arcade games (de Lisi and Wolford,
12 S. de Freitas and F. Liarokapis
game that allows users to interact with 3D Web content (Web3D) using virtual and
augmented reality (AR) in engineering education and learning (Liarokapis et al.,
2004).
This trend towards using games technologies in non-leisure as well as in enter-
tainment contexts constitutes a gamification of our everyday lives. Games are
becoming more pervasive and this pervasiveness which in the past was regarded
negatively taking up valuable recreation time and making children addictive, is now
being seen in a more balanced light, as a means for educating children, for provid-
ing therapy and enriching our everyday lives with greater happiness and fulfilment.
Gamification here includes the use of games not only as a cultural form, but can
be used effectively as metaphors for achieving behavioural and attitudinal changes.
As we have seen in Re:Mission where games were used for supporting behavioural
change in children taking treatment for cancer, or as in Triage Trainer where games
can be used to simulate reality to support learning transfer or as in Floodsim where
games were used effectively for supporting attitudinal change about environmental
issues. Other cultural forms of games such as mixed reality games that blend real
and virtual world activities together have real capabilities for informing behavioural
change as well. In the mixed reality game, Chore Wars for example, the game ele-
ments of competition and scoreboards encourage players to do the vacuuming and
cleaning in their homes. World Without Oil is a game used to envisage the world
when oil has run out and Quest to Learn is a US public school using games to trans-
form the curriculum and education. These, and other examples, show the range of
ways that gamification is changing many activities in our lives, increasing the fun
in our lives, making us more aware of social and environmental issues and provid-
ing a new paradigm for curriculum-based education. But how can this capability be
harnessed for future serious game design and how can we create more engaging and
motivating experiences in a more replicable way?
At the heart of the challenge of designing effective serious games, there is a sig-
nificant debate between game designers and instructional designers as to the exact
role of pedagogy in serious games. While the authors have argued in their work that
pedagogy needs to be a central aspect of serious game design (e.g. de Freitas and
Oliver, 2006), others including Zyda argue pedagogy must be subordinate to story
and that the entertainment component comes first (Zyda, 2005). Getting a balance
between the demands of good game design with the requirements to measure and
show learning outcomes has driven much of the conceptual work in the field. At
the SGI it has led to the development of four models and frameworks that are being
adapted in current evaluation work, and tested in the Roma Nova test-bed project.
Over the last 3 years the SGI has been examining the implementation of theory-
predicated serious game design, work has aimed to bring together a theoretical basis
for serious game design, including developing and testing the following models and
frameworks, which placed pedagogy at the centre of serious game design:
14 S. de Freitas and F. Liarokapis
• The four dimensional framework (4DF) which brought together four dimensions
of the learner, the context of learning, the representation of the game and the ped-
agogies adopted (for example, associative, cognitive, situative learning theories)
(de Freitas and Oliver, 2006). Work here has centred upon using the frame-
work for evaluating games and for developing games leading to the exploratory
learning game design model (below).
• The exploratory learning model (ELM) (de Freitas and Neumann, 2009) was a
learning model extending exploratory learning from Kolb’s experiential learning
cycle (Kolb, 1984), where social interaction becomes the heart of more interactive
and engaging learning processes.
• The work of the 4DF and ELM led broadly to developments in the SG-ETS
project that led to the exploratory learning game design model, which aimed to
bring together game and product design together with participatory design mod-
els for enhancing more learner-centred design and evaluation strategies (e.g. de
Freitas and Jarvis, 2008; Jarvis and de Freitas, 2009).
• The game-based learning framework, which aimed to bring together a number
of different learning frameworks and models, including the 4DF and the Garris
model of game motivation (Staalduinen and de Freitas, 2011). See Fig. 2.1.
the outset, and in all research projects, researchers have deployed a participatory
design methodology that centres upon learner profiling and modelling, and involve-
ment in all the design phases. See Fig. 2.2. This method has allowed for incremental
advances in the development of serious game design approaches that have led to the
Roma Nova implementation (Panzoli et al., 2010).
The research work has found varied outcomes, in particular the importance of
feedback and the need for more sophisticated measures of in-game feedback (e.g.
Dunwell and de Freitas, 2011), in addition the wider use of social interactive learn-
ing – in need of a model for evaluation – and the general pedagogic drive towards
‘situative learning theories’ that centre upon social learning and interactions. Based
upon these research findings and considerations, the Roma Nova implementation
sought to bring together agent technologies within a high-fidelity virtual environ-
ment, with the use of serious games elements. Through social interactions within
the environment, both though questing and with the use of dialogic-based inter-
actions with the avatars a greater sense of immersion and interactivity could,
we hypothesised, be produced with the benefit of increased knowledge through
experience-based learning.
We asserted that this might lead to greater retention of knowledge learnt in
this way – an aspect still to be proven in the ongoing evaluation work (results
forthcoming). In an attempt to frame this evaluation drive, we are considering the
neuropsychological aspects of learning and so one line of ongoing research is focus-
ing upon neuropsychological studies with children using the system. The migration
of education and training from the physical world to the virtual world in the Roma
Nova instance is being supported by a game-based environment which supports a
16 S. de Freitas and F. Liarokapis
Through the holistic approach to research and design, and through the inductive
method of bringing together a range of different methods for data collection and
analysis, it is envisaged that future uses of data coming from the user may be used
to inform the ‘play’ of the gamer within the learning environment. Just as more
sophisticated feedback mechanisms will be integrated in the virtual environment, so
too will the ability for us to create more advanced methods for the feedback loop
in the game and during game play. We postulate that two elements are in need of
more research in advance of better deployment of serious games towards the end
of greater immersion: the learner model, and this will be more detailed, dynamic
and able to change on-the-fly and second, the game responsiveness, and this will be
through different and varied data capture of the learner, possibly through biofeed-
back mechanisms or other interface devices, e.g. haptics, virtual reality interaction
devices. Through the learner model and greater game responsiveness the serious
game mechanisms can be improved and consolidated as part of the more immersive
and interactive environment. Realism and fidelity may be controlled to greater or
lesser extent depending upon budgets and target user groups, but improved learner
modelling and game responsiveness can together alter the level of interaction of the
user and support a more multidimensional journey of user in the virtual (and real)
environments that they are playing within.
Game design in this new paradigm therefore will need to reflect better the learner
and their requirements through engagement with their changing user model, but
18 S. de Freitas and F. Liarokapis
will also need to respond on-the-fly to changes with respect to missions, narrative,
flow and feedback levels in a multimodal way, adapting to the position, context
and previous behaviour, as well as to their physiological state and mental attention
and affect. The next version of the exploratory game design model therefore, out-
lined in previous work (see Fig. 2.2) will need to bring together more closely the
dynamic learner/user model, the physiological measures of the user and the serious
game design elements. Using the level of interaction model within the environ-
ment, a more adaptive and sensitised set of interactions between the user and the
environment may be then effected (Panzoli et al., 2010).
The main learning point from the varied studies of existing serious games
included in this chapter has been a move in pedagogic terms from a construc-
tivist or cognitive-centred theoretical basis towards a more social and interactive
position. In particular, it is worth here noting the importance of social networks
and communities in current learning practices. The growth of social networks has
been a significant phenomenon, and has led many in society, not just students, to
substantially change their communicational behaviours. The use of Skype in busi-
ness contexts and Facebook in educational environments shows the pervasiveness
not just of games but of social networking, and increasingly these modes are being
considered for marketing, training and product testing, amongst other uses.
2 Serious Games: A New Paradigm for Education? 19
As social network tools become more central to our lives, a deeper socialization
goes in tandem with the blurring between domains of work and leisure, physical
and virtual spaces, therefore social and cultural elements, as well as technological
issues are becoming major drivers for a greater reliance upon a socialization based
increasingly upon community-based models, not just of communication, but also
for business models and social organisation. Online virtual communities are par-
ticularly popular among the younger generation as they enable discussion around
shared interests (communities of interest), developing social relationships (commu-
nities of relationships) and exploring new identities (communities of fantasy) (Hagel
and Armstrong, 1997). Several of these also provide access to games and serious
games, however, not all online virtual communities that propose serious games are
successful in attracting large numbers of users due to issues of engagement and
complexities with building long lasting communities (Losh, 2008). The power of
immersive experiences seems to be predicated upon the level of interaction and the
social interconnections within the game environment, where building and engage-
ment with the users is central like in World of Warcraft is manifest communities
seem to have greater strength and longevity (MacCallum-Stewart, 2011). However
there is still very little research to demonstrate the tipping points of these gaming
communities and in general it is fair to say that it is the communities and community
models that hold the environments together.
To support more social interactive learning, we have been developing a game-
based exploratory learning model, which places greater emphasis upon exploration
in virtual environments and gives greater emphasis to social interactions taking
place in-world (extending from work based upon Jarvis and de Freitas, 2009).
This exploratory learning model is based upon Kolb’s experiential learning cycle,
but while Kolb encourages reflection upon real world interactions, the exploratory
learning model focuses upon explorations of the virtual and real spaces, and cen-
tres upon dialogic exchanges as a basis for learning (from Socrates). Alongside
the social interactions built into the game environment through dialogues between
the learners and the human and virtual driven characters in the game, we are tak-
ing the best designs from commercial entertainment games and bringing these
advanced artificial intelligence and multimodal interactions together with curricu-
lum based objectives in an engaging and high fidelity environment. The Roma Nova
project is the beginning of a new approach to serious games design that provides
high quality interactions, provides full feedback and adapts to the learners require-
ments on-the-fly. It supports a social interactive learning approach and operates
using a distributed model of tutoring within a hybrid environment that blends vir-
tual world exploration with gaming elements and structure in terms of narrative
and quests. Through using the participatory design model as a core design tool in
the development process we are altering the way development and evaluation are
considered. In the future all games will be designed iteratively like this, and we
hope to set a new benchmark for good design within the education area of game
design.
20 S. de Freitas and F. Liarokapis
implementation process. Serious games are a new and emerging sector of the games
industry, but they are here to stay and could solve many of our key problems and
challenges with engaging learners as well as supporting social learning long into the
twenty-first century.
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2 Serious Games: A New Paradigm for Education? 23
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Chapter 3
Origins of Serious Games
3.1 Introduction
D. Djaouti (B)
IRIT, Toulouse III University, Toulouse, France
Ludoscience, France
e-mail: [email protected]
(Jansiewicz, 2011). Kahn and Perez (2009) have conducted a study on this game and
observed that it improved the learning outcome for students in an “Introduction to
American Politics” course.
Another example of “Serious Games” used as an oxymoron is the title of an
artistic exhibition held in the Barbican Art Gallery from 1996 to 1997. The com-
panion book of this exhibition (Graham, 1996) presents the work of eights artists
who sought to make a link between video games and modern art. One of these
artists, Regina Corwell, created an interactive art piece to ask if video games can
be used as a mean of artistic expression: “If we shift from the fun of games with
their overt or covert messages about power, speed, command and control to those
same messages delivered for expediency and with urgency by the military and to the
efficiency of the office workplace and the various heritage in consumer culture, are
art and culture ready to squarely face this complex mosaic?”
This latter example limits the scope of “Serious Games” to video games, in a sim-
ilar fashion to most current definitions of Serious Games (Michael and Chen, 2005;
Zyda, 2005). Indeed, all these definitions seem to be influenced by the vision of
Ben Sawyer and his white paper entitled “Serious Games: Improving Public Policy
through Game-based Learning and Simulation” (Sawyer and Rejeski, 2002). As
the title suggests, this paper is a call to use the technology and knowledge from
the entertainment video game industry to improve game-based simulations in pub-
lic organisations. However, this paper does not mention the oxymoron “Serious
Games” one single time apart from in its title. Indeed, Sawyer first wrote his
paper under the title “Improving Public Policy through Game Based Learning and
Simulations.” But his colleague David Rejeski felt that this title lacked something.
Rejeski was aware of a book entitled “Serious Play” (Schrage, 1999), which details
how private companies use simulations to stimulate innovation. In reference to this
book, Rejeski decided to modify the title of Sawyer’s white paper to include the
oxymoron “Serious Games.” This paper was quickly followed by the creation of
the “Serious Games Initiative”, an association to promote the use of games for
serious purposes. Thus, the oxymoron “Serious Games” was gaining some momen-
tum in the minds of many people (Sawyer, 2009). By chance, 2002 was also the
release date of America’s Army, a game that Sawyer considers as “[. . .] the first
successful and well-executed serious game that gained total public awareness”
(Gudmundsen, 2006). The conjunction of America’s Army’s popular success and
Sawyer and Rejeski’s efforts to promote such games, makes us identify 2002 as the
starting point of the “current wave” of Serious Games.
Later, Sawyer refined his definition of “Serious Games” to “any meaningful use
of computerized game/game industry resources whose chief mission is not enter-
tainment” (Sawyer, 2007). Michael Zyda, who participated in the development of
America’s Army, proposed a similar definition (Zyda, 2005) : “A mental contest,
played with a computer in accordance with specific rules, that uses entertainment, to
further government or corporate training, education, health, public policy, and strate-
gic communication objectives.” Nowadays, most Serious Games that are released
tend to follow this line by sticking to the use of digital games, instead of following
the broader definition of “Serious Games” for both digital and non-digital games
introduced in the 1970s.
28 D. Djaouti et al.
Additional examples of such games for research can be found in the neighbour-
hood of Spacewar!. This game is widely regarded as the first video game solely
designed for entertainment (Barton and Loguidice, 2009b; Chaplin and Ruby, 2006;
Fleming, 2007; Graetz, 1981; Herz, 1997; Kent, 2001; Levy, 1984). It was created
by a group of hackers at the MIT. Alongside this game, other programs were cre-
ated, such as Qubic, a game that looks like a three-dimensional tic-tac-toe. It was
programmed by Bill Daly in order support his masters thesis in computer science
(Daly, 1961).
During the Cold War, the U.S. army invested a lot of money in research. Numerous
projects from this period led to technologies that are now widespread in our daily
lives, such as computers or the Internet. However, many of the first computer pro-
grams were created to serve military purposes. From ballistics computations to
resource management, the U.S. army was very familiar with computer simula-
tions. Meanwhile, military officers around the world were using “war games” for
training purposes (Halter, 2006). These two influences formed the idea of creating
computer-based war games in research departments (Montfort, 2005).
HUTSPIEL is a very good example of such games. Created in 1955, this
strategy war game allows two human players to experiment with the impact of
nuclear weapons on a global battlefield. The OTAN fights against the URSS
in a fictional – but highly probable at the time – battle along the Rhine. This
game is highly detailed. It simulates ammunition and fuel supply for each unit
controlled by the two players (Harrison Jr., 1964). HUTSPIEL was invented by
the Operations Research Office (ORO), a research centre conducted by the John
Hopkins University. This centre was closed down in 1961 in favour of the Research
Analysis Corporation (RAC), which pursued most of its research projects. These
two research centres conducted many studies on the use of computer games for train-
ing purposes (Research Analysis Corporation, 1965). Besides HUTSPIEL, NEWS
(Naval Electronic Warfare Simulator) was designed in 1958 to simulate naval bat-
tles. In the early 1960s, the RAC built THEATERSPIEL, an improved version of
HUTSPIEL (Harrison Jr., 1964).
Several similar games were created during the 1960s, mainly under the command
of the Joint War Games Agency (Banister, 1967). This section of the U.S. Army
was dedicated to the use of games for military purposes. T.E.M.P.E.R., the Cold-
War simulation game created in 1961 by a team led by Clark Abt, was created for
this agency. Abt later founded his own company, Abt Associates, to create similar
games. For instance, ARPA-AGILE COIN GAME simulates an internal revolutionary
conflict in a country (Abt Associates, 1965). These strategy games represent the
first step to more complex simulation models used for tactical evaluation, such as
CARMONETTE (Dondero, 1973).
Alongside such military-related games, the RAC also designed training computer
games for civilians. For example, in 1956 they built a series of games called
30 D. Djaouti et al.
our scientific endeavors have relevance for society.” This game was successfully
displayed for 2 years at the laboratory before being dismantled. Although it would
later be used as a reference during legal battles for the paternity of the invention of
video games (Kent, 2001), its sole purpose was to broadcast a reassuring message
to the civilians living near the nuclear research laboratory. We can also note that
Higinbotham was a recognized physicist in the scientific community. Like other
researchers involved in the Manhattan project, he spent most of his life fighting
against the proliferation of nuclear weapons. Besides the quality of his scientific
works and his ethical engagement, Higinbotham illustrates the close relationship
between the technological progress due to the Cold War and the field of video games
(A. Wilson, 1968).
3.4.1 Education
One of the most famous ancestors of current “Serious Games” can be found in
the field of Education. The Oregon Trail (MECC, 1971) started as a text-only
32 D. Djaouti et al.
game created by three History teachers: Don Rawitsch, Bill Heinemann and Paul
Dillenberger. It casts the player as an American pilgrim in 1848, whose goal is
to reach Oregon in order to settle down. The road to Oregon is full of traps, but
the game is enriched with information related to this period of American History.
This game was “published” by the Minnesota Educational Computing Consortium
(MECC). This institution helped teachers from Minnesota to use computers for
teaching. The Oregon Trail was so popular with students (and teachers) that many
upgrades have been released. In 1978 a graphical version of the game was released in
open-source format. It was improved and released commercially in 1985. This game
was followed by several sequels – The Oregon Trail II (MECC, 1996), The Oregon
Trail: 3rd Edition (MECC, 1997) – and spin-offs – The Amazon Trail (MECC,
1993), The Africa Trail (MECC, 1997). But the original game is still popular today
thanks to mobile phone versions and a Facebook application. Ultimately, this game
clearly shows that an “educational” or “serious” game is not necessarily the opposite
to a “popular and commercially successful” game.
3.4.2 Healthcare
Captain Novolin (Raya Systems, 1992) is designed to teach kids how to manage
diabetes. This game lets you play as a diabetic superhero, who must take care of
the glucose-level in his blood while beating evil junk food aliens. This platform
game “hijacks” the well-know “collectable bonuses” mechanism to broadcast a
message. The bonuses that the hero can collect are all food items. So, if the hero
collects too many of them he risks feeling sick due to a high level of glucose in his
blood. Hopefully, before each level, a nutritionist tells players how many food items
they are allowed to eat. Players also have to manage their insulin. This game and
three other health-related titles were released for the Super Nintendo console by the
same company, Raya Systems. While they were not labelled as “Serious Games”,
several research studies have been conducted to analyse their effects on children
(Lieberman, 2001). For example, the game Packy & Marlon (Raya Systems, 1994),
similar to Captain Novolin with a two-player mode, was analysed in a clinical trial
(Brown et al., 1997). The group of children who were presented with this game
was observed to be better at managing their diabetes. The number of cases where
these children had to go to the hospital due to a glucose crisis decreased by 77%
compared with the group who did not play it. The study concludes that the games
helped the children to learn how to manage insulin and to have healthy meals in
order to prevent glucose-related crises.
3.4.3 Defence
Apart from the games produced for the Joint War Games Agency and before the
release of America’s Army, the U.S. army showed a high interest in entertain-
ment video games for its training purposes. One of the most famous examples is
The Bradley Trainer (Atari, 1981). Also known as Military Battlezone or Army
3 Origins of Serious Games 33
Battlezone, this game is a customised version of Battlezone (Atari, 1980). The orig-
inal game casts the player as a tank in a 3D world, and asks him to shoot down
opposing vehicles. The U.S. Army hired Atari to create a more realistic version of
this game so they could use it as a training tool. Instead of a fictional tank, the player
is now controlling the Bradley Fighting Vehicle, a military ground vehicle armed
with a chain-gun and a canon. The player must shoot down opposing helicopters
and tanks by firing the weapons of this real vehicle. The realism of the ballistics
simulation has been improved to match the training purpose of this game (James,
1997). Although Atari accepted to create this customized version of its game for the
U.S. Army, several of its employees were clearly against it, including Ed Rotberg,
the designer of Battlezone (Kent, 2001): “We didn’t want anything to do with the
military. I was doing games. I didn’t want to train people to kill.” Though anecdotal,
this reaction illustrates the cultural differences between the field of entertainment
video games and the current “Serious Games” industry.
Versailles 1685 (Cryo, 1997) is the flagship of the “cultural entertainment” video
games wave. Such games merge entertainment and cultural education. This exam-
ple is set in Versailles during the reign of Louis XIV. The player must investigate to
identify who is threatening to destroy Versailles. They can freely move inside this
beautiful place, talk with historical characters, and learn about the paintings and arts
of this era. This title received a warm reception in Europe with more than 300,000
copies sold. It opened the way for similar titles with different historical periods,
such as Egypt 1156 BC Tomb of the pharaoh (Cryo, 1997), Byzantine: The Betrayal
(Discovery Channel Multimedia, 1997), China the Forbidden City (Cryo, 1998),
Pilgrim Faith As A Weapon (Axel Tribe, 1998), Vikings (Index+, 1998), Rome:
Caesar’s Will (Montparnasse Multimedia, 2000). . .
3.4.5 Religion
Last but not least, Pepsi Invaders (Atari, 1983) is an original example of a video
game used as a corporate management tool. This game plays exactly in the same
way as Space Invaders (Taito, 1978), but aliens are replaced by the letters P-E-P-S-I.
34 D. Djaouti et al.
This game was created for the sales employees of Coca-Cola. Play sessions are
limited to 3 min, in order to prevent them spending too much time playing. Coca-
Cola thought this game would be a good motivational tool for its employees, and a
way to strengthen its competitiveness against Pepsi. Besides this unique example,
many food-related brands also used video games as advertising tools, especially
with console-based titles. For instance, Kool Aid Man (Mattel Electronics, 1983)
promotes Kool Aid drinks; M.C. Kids (Virgin Interactive, 1991) is a platform game
set in the famous fast-food universe; Chex Quest (Digital Café, 1996) is a first-
person shooter that helped to sell many Chex cereal boxes. . .
1981 2
1982 18
1983 36
1984 38
1985 12
1986 18
1987 26
1988 34
1989 22
1990 29
1991 62
1992 54
1993 78
1994 71
1995 68
1996 63
1997 61
1998 43
1999 64
2000 47
2001 68
2002 93
2003 114
2004 86
2005 73
2006 93
2007 230
2008 216
2009 234
36 D. Djaouti et al.
Education
65.8%
Governement
0.2%
Ecology Healthcare
8.1% 4.7%
Humanitarian
Media 1.7%
Military 0.8%
0.5% Politics
0.5%
Culture Religious
1.0% Corporate 4.1%
Scientific
1.1% Advertising
0.7%
10.7%
Fig. 3.2 Market repartition of “Serious Games” released before 2002 [953 games]
Education Governement
25.7% 3.4% Healthcare
Ecology 8.2%
6.7%
Humanitarian
4.4%
Military
1.8% Media
2.4%
Culture
4.2% Politics
3.4%
Corporate
Religious
5.9% Scientific
1.1%
2.2%
Advertising
30.6%
Fig. 3.3 Market repartition of “Serious Games” released after 2002 [1265 games]
The full list of the 2218 Serious Games that we used as a refer-
ence corpus for these data is available in an online collaborative database:
http://serious.gameclassification.com/
3.5 Discussion
Taking into account the existence of games designed for serious purposes before
2002, we can question why the oxymoron “Serious Games” has only been widely
used since the beginning of 2002. Indeed, if such games are available since the
beginning of video games, why wait 40 years to name them with a specific term?
3 Origins of Serious Games 37
Several elements can explain this fact. The main one seems to be the dominance
of “entertainment” games in the market, and the bad reputation from which they
sometimes suffer. As we noted earlier, the current wave of “Serious Games” mainly
originates from the USA. Games like America’s Army and the work of Sawyer
through the Serious Game Initiative were the driving forces of the current wave
of “Serious Games.” Our conviction is that U.S. designers of “Serious Games” had
to invent a new label to convince people that their games were “not just for entertain-
ment.” But why did video games have such a “negative” image that these designers
wanted to emphasize how different they are from “entertainment video games”?
The history of video games can shed some light on this topic. More specifically,
we think that two factors explain the quite “negative” image of video games in the
USA at the beginning of the 2000s:
Historically, two economical models co-existed for video games. In the first one,
players pay for each play session, for instance with arcade games. In the second,
players buy a retail copy of the video game and play it on a home console or
computer. With such economic models, it seems logical that the most profitable
games are the ones that players enjoy the most. The more fun a game is, the more
likely players are willing to pay for it. Moreover, with arcade games the place in
which you play matters. Therefore, the first arcade cabinets were set up in bars,
restaurants, shopping malls and amusement parks. Games located in such places
are designed to entertain people, and not to make them learn something. This
fact is far from being anecdotal. The first home video game console, the Odyssey
(Magnavox, 1972), is sold as a system with both leisure and educational games (see
Section 3.2.4). However, manufacturers realised that the home video games that sold
the most were the ones based on successful arcade titles. For example, many home
version of Pong were released between 1975 and 1977 (Herman, 1997). Later on
the best-selling titles on the VCS 2600 (Atari, 1977) were adaptations of popular
arcade titles like Space Invaders (1978) and Pac-Man (1980). So, while educa-
tional titles were available on home consoles, they quickly faded away because
entertainment titles sold more copies. However until this time, games were not tar-
geted at a specific age range. Adults were often seen playing video games in TV
advertising.
Then came the 1983 crash of the video game industry in the USA. Due to this
huge crisis, retailers believed that “video games were a fad”, and refused to sell
new consoles or cartridges, fearing people would no longer buy them. This was a
huge problem for Nintendo, who successfully launched the Famicom in Japan and
was looking for a way to sell it in the U.S. In order to convince American retailers
38 D. Djaouti et al.
that its home console was different from previous ones, Nintendo disguised it as a
toy. The name was changed from “Family Computer” to “Nintendo Entertainment
System”, and the console was shipped with a robot toy. Moreover, Nintendo’s adver-
tising campaign solely focused on children, hoping it would sell better. And this
strategy was very successful. But to convince parents that the N.E.S. and its games
were “safe for children”, Nintendo created a very restrictive system to control which
games were published for its console. In order to release a game for the N.E.S.,
game developers had to adhere to some limitations, such as to pay Nintendo roy-
alties and to avoid publishing more than a few games per year. But they also had
to follow the “Nintendo Content Policy”, which explicitly states that video games
must not deal with “topics inappropriate for children”, such as violence, sex, religion
or politics (Kent, 2001). Ultimately, though the video game industry became a very
profitable market again, it was now bearing the image of being “a leisure activity for
children.”
Such an image can explain why many people were shocked to discover the existence
of rather violent video games. For example, Mortal Kombat (Acclaim, 1992) raised
so much concern among politicians that the video game industry had to create a way
to rate games. Created in 1994, the Entertainment Software Rating Board (ESRB)
rates video games by adding logos on video games boxes. These logos warn parents
about the content of the video games, and display recommended age limitations.
But this rating system was not enough to put an end to the debate over video game
violence. In 1999, the Columbine tragedy initiated a new controversy, as the two
killers were apparently avid players of Doom (id Software, 1993). The full details of
this very complex and sensitive debate is not within the scope of this chapter. But we
can at least cite Dave Grossman, who clearly accuses Doom of being dangerous in
his book titled “Stop Teaching Our Kids to Kill” (Grossman and Degaetano, 1999):
“Doom is being marketed and has been licensed to the United State Marine Corps.
The Marine Corps is using it as an excellent tactical training device. How can the
same device be provided indiscriminately to children over the internet, and yet the
Marine Corps continues to use this device?”
Whilst his opinion has been later criticized, this retired military officer clearly
illustrates what many people in the U.S. were thinking at the time. On one hand,
video games “are a leisure activity for children.” On the other, many video games
feature violent and war-themed content. The existence of Marine Doom (U.S. Army,
1996), a modified version of Doom II (id Software, 1994) created and used by the
U.S. Army for training purposes, emphasized this apparent contradiction between
the video games audience and their content.
Apart from the ethical and moral considerations on this topic, we can appre-
ciate that in 1999, the image of video games in the U.S. was not very positive.
So, when the colonel E. Casey Wardy proposed the America’s Army project to
his hierarchy, we can understand that it would have been a bad idea to call it a
3 Origins of Serious Games 39
by “clients”, who hire a development studio to create a video game tailored to their
needs. The studio is paid once to create the game, so “clients” can use it as they wish.
If the game is intended to broadcast a message, it is likely that it will be available
free of charge on the Internet. If the game is designed for training purpose, “clients”
will probably use it for the internal training sessions of their employees. As the
game’s success is no longer tied to its retail performance, we can identify that this
different economic model is better suited to games dealing with serious purposes.
As we have noted earlier, ancestors of “Serious Games” were greatly focused on
Education while the newer games embrace a wide variety of themes. This may be
due to the fact that educational games were easier to sell with the previous economic
model than games dealing with other topics. Hence, this new economic model is
likely to enable the current wave of “Serious Games” to last longer and embrace
more public recognition than their ancestors.
3.6 Conclusion
At first sight, “Serious Games” may seem to be a new phenomenon that appeared
from nowhere. Whilst there is unquestionably some novelty in the current wave of
“Serious Games”, we can identify several sources of their historical origins.
First, we observe that the very first video games were not designed purely for
entertainment. We can also note that these early video gaming experiments coin-
cide with the first use of the “Serious Game” oxymoron to name games designed
to serve purposes other than purely entertainment. But the first “Serious Games”
were not necessarily based on a digital support. For example, Clark Abt and his
colleagues designed several “Serious Games” using a wide range of supports, from
board games to sports to early computer simulations.
Meanwhile, video games flourished as an industry focused on entertainment.
However, some of the titles released in the video games market were designed to
serve serious purposes, such as education, healthcare, defence. . . Whilst they were
not labelled as “Serious Games”, these video games are the closest ancestors to
the “Serious Games” we know today. Apart from public awareness, the main differ-
ence between these ancestors and current “Serious Games” is their economic model.
However, to be able to use an economic model better suited to video games dealing
with serious matters and/or targeting an adult audience, designers had to mark their
difference from “entertainment” video games and their sometimes negative image.
We think that this is the main reason that explains why the label “Serious Games”
was used again, 40 years after its creation, to name a new generation of video games
designed for serious purposes.
Nevertheless, history is a rich and complex resource, and these elements are just
a little information relating to Serious Games. While we do not pretend to have
reached completeness, we hope that the historical elements proposed in this chap-
ter will help the reader to understand the origins of the current wave of “Serious
Games.”
3 Origins of Serious Games 41
Acknowledgements Authors would like to thank Maxine Johnson for proof-reading this chapter
and correcting many of its English language errors.
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Chapter 4
Serious Learning in Serious Games
Learning In, Through, and Beyond Serious Games
Konstantin Mitgutsch
4.1 Introduction
In the musical film “Mary Poppins” (1964) the nanny, played by Julie Andrews,
explains to Mr. Banks’ children, Jane and Michael, how to transform something as
bitter as medicine into a sweet and joyful game. She performs the song “A Spoonful
of Sugar”, the children learn to enjoy taking their medicine with the addition of
a sweet treat, and the game is completed. One could argue that this is what seri-
ous games are all about – designing a spoonful of sugar and filling it with “serious”
content. The idea of using games for serious and educational purposes beyond enter-
tainment reaches back to institutional forms of play in general (cf. Locke, 1689;
Rousseau, 1762; Fröbel, 1826; Montessori, 1909). Games are extraordinary learn-
ing tools and motivate players to explore the edges of their competence, their skills,
and their knowledge. Playing is a voluntary activity that relates to the needs and
values of the players. It is contextualized in its own space, time, and by its affin-
ity group. Playing can be defined as the voluntary attempt to confront ourselves
with unnecessary challenges in a satisfying way (cf. Suits, 2005). But what if these
unnecessary challenges are designed to be serious and overcoming them has a
meaningful impact on our everyday lives and those of others? What if games are
intentionally designed to “empower us to change the world in meaningful ways”?
(McGonigal, 2011, p. 14). Games are learning tools, but are they serious learning
instruments and what does serious learning in serious games mean?
In the 1970s the term serious game was introduced by Clark Abt (1970), but the
technical term was not made dominant until the Serious Game Initiative1 coined
it in 2002 (cf. Wu, 2008). Although an established definition of serious games is
lacking, Abt’s understanding of games aiming at explicit educational purposes is
still in use: “We are concerned with serious games in the sense that these games
1 http://www.seriousgames.org/
K. Mitgutsch (B)
Singapore-MIT Gambit Game Lab, Massachusetts Institute of Technology, Cambridge,
MA 02139, USA
e-mail: [email protected]
have an explicit and carefully thought-out educational purpose and are not intended
to be played primarily for amusement” (Abt, 1970, p. 9). This does not mean that
serious games should not be entertaining – they must be engaging to capture the
learners’ attention (cf. Klimmt, 2009) – but their primary aim is to have an edu-
cational impact. This aim can be described as the intention to design a playful
environment that provides serious content, topics, narratives, rules and goals to fos-
ter a specific purposeful learning process. Serious games are intentionally designed
playful learning experiences. Serious games do not simply teach their rules, narra-
tive, fictions, metaphors or goals, but they teach the players something about the
world, themselves, and their own values, beliefs and behaviors (cf. Peng et al.,
2010). From an educational and learning theoretical perspective, it can be argued
that serious games, compared to entertainment-orientated games, aim at teaching
something beyond the game play experience itself. Because if the learning process
would stay exclusively related to the game space, the educational impact is in ques-
tion. Although, the idea to use games for serious learning appears appealing, we
still lack an educational, theoretically founded and evidence-based framework that
helps us understand how learning in serious games takes place (cf. Clark, 2007).
In particular, we lack a framework that helps us understand how serious learning –
learning that changes players’ perspectives on themselves, others and the world, –
takes place.
The following chapter traces the question, what forms of serious learning in
serious games can be identified. To answer this question a theoretical inquiry into
different learning levels in games based on Gregory Bateson’s (1972) concept of
learning will be outlined and exemplified. On its basis the theory of “transforma-
tive learning” (Mezirow, 1996) as a form of serious learning will be introduced and
applied to serious games. To support this theoretical approach, empirical studies and
examples of serious games will be analyzed and compared. Furthermore, the con-
ditions under which transformative learning processes could be fostered, and where
the possibility space of games reaches their limits will be discussed. So what does
serious learning in serious games mean?
The combination of playing and learning based on digital technology has been
identified as a major task of twenty-first century investigation on learning (cf.
Shaffer et al., 2005). The fact that we learn in games appears indisputable con-
sidering recent studies and theoretical argumentations (cf. Gee, 2003; Salen, 2007;
Ritterfeld et al., 2009; Gee and Hayes, 2010) but when it comes to the question
of what and how players learn through playing games, controversial answers can
be found. Particularly on an empirical level, we still need to learn more about
how learning takes place in games. As Richard Clark (2007, p. 56) states: “The
widespread interest in learning and motivation of serious video games has not been
balanced by a robust discussion about evidence for their pedagogical effective-
ness.” But what does pedagogical effectiveness in regard to the impact of purposeful
4 Serious Learning in Serious Games 47
The differentiation of learning levels, stages and modes had a high peak as
developmental theorists (Piaget, 1974) and the Cognitivists (Bloom, 1956; Gagné,
1987) began exploring the ways people learn. A theorist seldom related to levels
of learning in games is the anthropologist and cyberneticist, Gregory Bateson (cf.
Egenfeldt-Nielsen et al., 2006). Bateson’s concept of learning levels (cf. Bateson,
1972) is a functional framework to differentiate three fundamental levels of learning
in, through and beyond playing serious games. The advantage of Bateson’s concept
of learning is that he approaches learning not only as a developmental, emotional,
or cognitive process but also as an activity of change in relation to the context that is
framing this change. Thereby his concept allows us to compare basic learning pro-
cesses, contextualized forms of learning, and serious and transformative learning in
different settings:
While Bateson’s theory of framing in the process of playing has been widely
adopted in the field of game studies (Wolf and Perron, 2003), his understanding
of learning is rarely applied to computer game studies. Bateson defines learning as
a phenomenon, which is inherently relational and involves multiple logical levels.
Bateson regards learning as an action of change: “The word ‘learning’ undoubt-
edly denotes change of some kind. To say what kind of change is a delicate matter”
48 K. Mitgutsch
Gregory Bateson argued that every learning processes starts on a basic level he calls
learning zero, as a linear reaction to an external stimulus or as Bateson suggests:
“The simple receipt of information from an external event” (Bateson, 1972, p. 284).
On this first learning level the players receive information, memorize it and react to it
without reflecting the context or reasons – like a rat in the t-maze or a robot analysing
data. For example, the binary code of a computers and its “reaction” within learning
zero can be regarded as an example of learning on this first basic level. The process
of learning zero is linear. It can be understood as a specific behaviour in relation
to information. This first basic level that behaviourists focus on in their approach
(Pavlov, 1928; Skinner, 1974; Thorndike, 1932), is for Bateson a starting point for
every further learning levels. At this first and very basic level of learning, players of
serious games collect certain input, data and information and react to it – but they
do not make sense out of it yet. Learning in games in this sense is all about linear
interactions, collecting, reacting, and memorizing.
So what data and information do players acquire on a first basic learning level
in Global Conflicts: Sweatshops (Fig. 4.1)? In the beginning, the players learn that
their character is a male company co-owner of the European Leather Industry (ELI)
who is asked to go to Bangladesh to investigate if claims of child labour in one
of the supplying tanneries in Dhaka are true. Two assignments are given: “First, I
should seek proof of children working at the tannery. Second, I must find a solution
that will not be harmful to ELI nor to the people working at the tannery.”3 The task
is to collect information, prepare a well-founded argument and confront the head
of the company, Rodro Raihan. The players find themselves in territory labelled
“Bangladesh” in front of a building. Players can take actions such as interacting
with specific virtual characters by “talking” to them. By “talking”, they can choose
from given dialogue patterns and see how the characters react and answer ques-
tions. For example, the first interview partner called Maxine informs the player, “In
2 He distinguishes between zero-, proto- and deutero-learning (Bateson, 1972, pp. 248–287).
3 www.globalconflicts.eu
4 Serious Learning in Serious Games 49
Bangladesh alone, there are about five million children working all day and never
getting any schooling”4 .
On a first basic level of learning, the players react to input, but they do not con-
textualize or value it yet. They are collecting facts and act inside a neutral possibility
space. Thereby the players gather information about chemicals, child labour, pollu-
tion and the working conditions in the leather tannery through interviewing people.
The players are reacting to the algorithms provided by the game and acquire the
information that is achieved by the game. The conversations are small riddles that
have to be solved. All learning taking place in this first level of learning in the game
could also be performed by a computer – and the computer would be more efficient
than a human player. But to succeed in Global Conflict: Sweatshop the players need
to take a further step and contextualize the information and make sense out of it.
To relate the collected data and information acquired on the first learning level to
a particular meaning and action, it needs to be framed and contextualised by the
players. On this second learning level, that Bateson labels learning one (Bateson,
1972), the players discover responses to repeatable contexts. By framing their per-
ception and the collected data (first level), the players enrich the neutral data with
meaningful interpretations. Bateson defines a frame as “a class or set of messages
4 www.globalconflicts.eu
50 K. Mitgutsch
(or meaningful actions)” (p. 186). The players are thereby enabled to choose
whether certain information should be included or excluded, judged as meaningful
or useless, or necessary or unnecessary for their game play. The process of learning
that occurs at this second level can be described as a choice of given alternatives in
special contexts and as a process of change and repetition, which alters the relation
of information to the context. Bateson talks of framing when individuals consider
the specific frame, i.e. the specific context of their behavioural response. On the first
learning level (zero) players do not consider how to act – they react like rats in the
T-maze to a stimulus –, but by framing they choose between alternatives and analyse
what to do in the particular situation. The learning through playing the game can be
defined as contextual learning.
Returning to the example of Global Conflicts: Sweatshops, the players on this
second level start make sense of what is going on in the game. The territory is
Bangladesh, the characters the players are interviewing behave in a specific way
and they mirror the players’ questions. By framing the situation, the players’ learn
through playing the game that there is a forceful power relationship between the
working children, their parents, their poverty and the boss of the company. The fact
that the players have to choose their questions and answers carefully relates to the
context of a game. In addition, the accent of the interviewees, the atmosphere of the
territory and the aesthetics of the graphics are now also related to the learning in
the game. For example, we learn that the father of one of the children is sick and
his family is dependent on his daughter’s work. Therefore sending her to school
is not an option for him. Learning on this level involves contextualizing the con-
tent (Level 0) to the context of a specific game. On this level, the players will also
realize errors in the game design or illogical elements in the game. Players may
question why they can only talk to certain characters and not others, why they can
only choose from two or three alternative answers during conversations, and why
the characters’ accents are not Bangladeshi? Players may also explore what the out-
come would be if they randomly choose answers during conversations. To frame the
learning challenges in the game, the players also have to explore the game world.
Different frames, patterns, and perspectives are confronted and a variety of values
and anticipations are redefined and explored. The players learn through playing the
game how to use different strategies, concepts and patterns to succeed in the game.
The learning through playing involves learning about the context of the game and
developing strategies to master and use the acquired information. Most games that
are developed for entertainment purposes are not designed to foster learning beyond
the game. As Christoph Klimmt argues: “Playful action, however, is intentionally
limited to a situational frame that blocks out further consequences of action results.”
(Klimmt, 2009, p. 253). Serious games aim at a further learning level that reaches
beyond learning in and through playing – they want to have an impact on real life
context.5
5 Like professional educators and teachers designers of serious game designer should openly dis-
cuss their understanding of learning, the goals of their game design, and the instructional methods
in use. So far only a few serious games offer a deeper insight in what their educational approach is.
4 Serious Learning in Serious Games 51
The transfer does not occur in a linear or direct manner, but indirect as a process
of transferring contextualized frames of reference from the virtual setting to real life
(cf. Mayer and Wittrock, 1996; Schwartz et al., 2007). The experience simulated by
the digital game is not transported at a ratio of 1:1, but is changed by the player’s
perception, his/her prior experiences and judgments, his/her way of framing, and by
the form of adaptation to real life. In the cognitive sciences, transfer and learning is
researched widely (cf. Barnett and Ceci, 2002) and even in the area of game studies
some investigations focus on its exploration (Steinkuehler, 2007; Peng et al., 2010;
Mitgutsch, 2011a). Nevertheless Bateson’s understanding of transformative learn-
ing offers us a novel view on meta-learning, that focuses on the recontextualization
of the game play experience in real life settings. While most studies in the area of
education game studies focus on the measurable transfer of knowledge, literacies or
skills from the virtual learning space to real life (Squire, 2006; Steinkuehler, 2007;
Barab et al., 2010), Bateson’s concept of transformational learning focuses on a dif-
ferent aspect: Serious learning beyond playing video games involves a fundamental
transfer of frames of reference patterns that structure the players’ body of experi-
ences. Hereby not only the players’ knowledge about something is improved, but
their way of approaching and interpreting a problem is restructured in a meaning-
ful way. In short: The players concept of themselves, others, and the world changes
fundamentally.
In educational research, this form of learning is defined as transformative learn-
ing (Mezirow, 1996; Buck, 1989; Mitgutsch, 2009). Transformative learning is the
process of expanding the learner’s body of experience through a change in the
frames of reference patterns that structure the expectations and interpretations:
52 K. Mitgutsch
Frames of reference are structures of culture and language through which we construe
meaning by attributing coherence and significance to our experience. They selectively shape
and delimit our perception, cognition and feelings by predisposing our intentions, beliefs,
expectations and purposes. (Mezirow, 2010, p. 92)
game confronts the players with a problematic concept (child labor, poverty, vio-
lence), but the impact players have on child labor in real life in countries such as
Bangladesh remains unexpressed in this game. The game does not even identify the
relationship between the child labor situation and the player’s actual circumstances
and actions. Furthermore, the game provides only a very limited scope of action
and the players cannot explore the situation in depth. In addition, players can only
choose from two to three optional answers during conversations with characters,
which limits the potential to relate personal views to the game play. From a learning
theoretical point of view – based on the concept serious learning – the potentials of
Global Conflicts: Sweatshops appear limited. Global Conflicts: Sweatshops offers
learning in and through playing the game, but triggers for learning beyond the con-
text of the game are missing.6 But beside this case example, what empirical evidence
do we have that serious learning beyond playing serious games takes place in other
games?
6 Although the transformational potential of Global Conflicts: Sweatshop appears limited, as the
game focuses more on teaching debating skills and delivering information than on connecting to
the players perspectives, more empirical data on players’ serious learning processes is needed. It
should be mentioned that the game is intended to be supported by educators, who can download
teaching materials for their pupils (cf. www.globalconflicts.eu).
54 K. Mitgutsch
transfer, they highlighted the reported feeling of self-efficacy as the key trigger for
the learning success. As one of the patients explained: “It feels like you have control
over your own destiny” (Tate et al., 2009, p. 30). Thus, the improvement of the feel-
ing of self-efficacy stayed limited to the intake of medicine and the players could
not essentially change their frames of reference patterns about their life situation
and their illness. The players learned through Re-Mission that they can take control
over their medication, but their perspective on their illness and life did not change
significantly (Kato et al., 2008, p. 312). Although the success of this serious game is
indisputable, it gives evidence that serious games can change behavior, but do they
foster serious and transformative learning?
In a well designed meta-study on serious games by O’Neil, Wainess and Baker
(2005) show that from 1990 to 2005 only 19 out of thousands of studies on simula-
tions and educational games fulfilled the standards of providing either quantitative
or qualitative data on measured learning outcomes. From these 19 studies only three
(Mayer and Wittrock, 1996; Tkacz, 1998; Parchman et al., 2000) evaluated the trans-
fer impact of the outcomes. Their findings demonstrated that the pedagogical effect
is insufficient, when not supported by educational instruction: “In other words, out-
comes are affected by the instructional strategies employed” (O’Neil et al., 2005,
p. 465). To reach beyond the learning in and through the game, support from outside
increases the possibility that learning beyond the game takes place. For instance a
4 Serious Learning in Serious Games 55
game like Re-Mission could also be used by physicians, therapists, coaches and edu-
cators to work with patients on the transfer of frames of reference patterns related to
self-efficacy in their personal lives. Thus the question arises if a first-person shooter
like Re-Mission provides enough possibility space for connection to the prior expe-
riences of the patients. The game does not challenge the players established and
habitual patterns of expectation (cf. Mezirow, 1996, 2003), it does not offer a “cat-
alytic event” (Kovan and Dirkx, 2003), it just offers a different perspective in one
particular context.
One of the only empirical studies available at this time on how players change
their behavior, their attitude and willingness to help is a recent study by Wei Peng,
Mira Lee and Carrie Heeter. In their study “The Effects of a Serious Game on Role-
Taking and Willingness to Help” (2010) 133 undergraduate students were asked to
play the Serious Game “Darfur is Dying” (mtv-u 2005) or read a text on the prob-
lematic situation in Darfur. Afterwards, their willingness to take supportive action
on the crisis in Darfur was measured and compared. The students were asked to use a
7-point scale to rate how likely it was that they would donate money, sign a petition,
discuss the situation with friends and family or forward a website link to others. The
results showed that playing the game significantly increased the student’s willing-
ness to support people in Darfur in all categories. In a second experiment a further
media format, in form of a recorded video of the game play, was added to the exper-
iment. The researchers concluded: “Both studies demonstrated that game playing
resulted in greater willingness to help and greater role-taking.” (Peng et al., 2010,
p. 735). Although these results appear promising, one could argue that the willing-
ness to donate or support shortly after the game play session does not entirely mirror
the transformational change and that the comparison to other target groups is miss-
ing. In addition, it would have been of interest to compare the game experience with
other media forms like critical documentaries or personal reports by victims and test
the use of instructional support. Finally, further investigations on a qualitative level
could have showed how and if players changed their frames of reference patterns
through playing the game on a long-term scale. Thus, this study is one of the first
educational investigating transformational learning in games that reaches beyond
transfer of knowledge or skills. To develop a deeper understanding of the potential
and limits of serious games, more studies on the transformative impact of serious
learning in games is needed. So what conclusions can we draw from these empirical
insights and theoretical reflections?
When we speak of the learning impacts of serious games we have to differ between
different levels of learning processes. Based on Bateson’s approach, learning can
be understood as an experience-based and situated process of change. In serious
games, we can differentiate between basic learning in games, as acquiring infor-
mation, collecting data and reacting to stimulus. On a second level, players learn
56 K. Mitgutsch
through playing in the context of the game. They relate the collected data to the
framing of the game and choose between different actions and possibilities. On a
third level, the players’ learning processes reaches beyond the game space and the
frames of reference patterns are restructured and recontextualised in real life con-
texts. Hereby a transformative learning process is set in motion, in which the players
explore new perspectives and develop new concepts of themselves, others and the
world that they connect to real life circumstances. This form of learning is serious
and has a deep and meaningful impact on the player’s life. If games aim at chang-
ing the players’ perspectives, as many serious games do, they are trying to foster
learning on this serious level. While most studies research the transfer of behav-
ior, of knowledge, literacies and skills, little is known about deep and meaningful
transformative learning processes through playing serious games. Previous studies
show that games offer a possibility space for transformative and serious learning
and that games as a media form might have more potential to encourage players to
change their perspectives and attitudes than other media. Thus, little is understood
about how players process learning beyond the game space and transform their self-
and worldview. Furthermore, it could be shown that the connection to the players
expectations, values and beliefs appear relevant, and that serious learning can only
be processed if the frames of reference patterns developed in the game can be trans-
ferred to real life settings. How games provoke the transfer of frames of reference
patterns is the pivotal question that designers, teachers and educators have to relate
to. Until today we still lack knowledge on how players learn on serious levels. If
serious games are to encourage players to change their ways of thinking and act-
ing, their designers and facilitators need to consider how the transformation can be
inspired. Thereby, the enrichment by trainers and educators appears crucial, as many
studies show (O’Neil et al., 2005; Clark, 2007; Ritterfeld et al., 2009).
Serious learning as an outcome of playing serious games cannot be guaranteed,
and presently there is not enough evidence to prove that serious games are useful
tools for fostering serious and transformative learning. Although the potential of
serious games for serious learning is promising, there is a lack of quantitative data,
and further qualitative research on players’ experiences is needed to determine if and
how players change their self- and worldview through playing serious games. As
promising as the spoonful of sugar of serious games might seem for curing problems
in a ‘delightful way’, the patient is not yet cured for sure. What is clear however is
that it will take experienced and open minded educators and designers to foster
serious learning through serious games.
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Games
5.1 Introduction
collective flow in games and the contexts in which they are played, and what flow
might mean for game-based learning. We conclude by suggesting a research agenda
that can test this model in ways that can guide future inquiry and inform game
design.
(a) a clear sense of what has to be done moment by moment; (b) immediate feedback as
to how well one is doing; (c) an intense concentration of attention; (d) a balance between
opportunities for action (challenges) and capacity to act (skills); (e) exclusion of irrelevant
content from consciousness; (f) a sense of control over the activity; (g) a distortion of sense
of time – usually hours pass by in minutes; and (h) a feeling that the activity is intrinsically
rewarding, or worth doing for its own sake (2000, p. 381).
More recently, Csikszentmihalyi et al. (2005) have suggested that three of these ele-
ments (clear goals, feedback, and balance between challenges and skills) are best
understood as conditions for achieving flow, while the other elements comprise the
experience of flow. Although most of the flow research has focused on individ-
ual activities, the theory is compatible with social experience. Csikszentmihalyi has
observed that “interactions have many of the characteristics of flow” (1997, p. 42)
and that if we recognize that we share common goals with others and invest our
attention in their goals, “it is possible to experience the flow that comes from optimal
interaction” (p. 81). Other scholars have added to this conceptualization, identify-
ing the antecedents (or conditions) for flow, the experience of flow, and expected
outcomes such as learning and changes in attitude and behavior (e.g., Kiili, 2005).
Most efforts to integrate flow with other theories of mediated enjoyment have
been focused squarely on the relationship of the individual to the medium. Examples
include efforts to meld flow with game design theory (Chen, 2007; Jones, 1998),
uses and gratifications theory (Sherry, 2004), information processing (or schema)
theory (Cowley et al., 2008; Douglas and Hargadon, 2000), psychophysiological
theory (Jerome et al., 2006; Mandryk et al., 2006) and neurophysiological theory
(Weber et al., 2009). Adaptations of flow theory to games also tend to focus exclu-
sively on how the flow state emerges from the individual player-game relationship
rather than addressing how flow might be shaped as well by the social dynamics
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 63
1 While cooperative learning has sometimes been distinguished from collaborative learning, “the
two terms . . . are increasingly interchangeable and synonymous” (Johnson and Johnson, 2008,
p. 404) and we treat them as such in this chapter.
64 C.M. Bachen and C. Raphael
Sweetser and Wyeth’s (2005) Gameflow model, a heuristic scale for game design-
ers that provides a checklist of optimal design elements for inducing flow, has
been cited widely. Social interaction is present but fairly peripheral to this model,
appearing as just one of eight dimensions. The social dimension includes several
criteria, from which five variables can be derived: games should support competi-
tion, cooperation, social interaction between players (such as chat functions), social
communities within the game, and social communities outside the game. While the
authors offer a very useful translation of each dimension of flow theory to game
design, the Gameflow model has not yet been used to distinguish whether social
interaction variables are more or less important than each other, or than non-social
game features, for inducing flow. Because the model does not aim to link the flow
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 67
state to larger educational outcomes, the authors do not include measures of learning
beyond the dimension of “player skills,” which indicate how well the game teaches
players to succeed at playing the game, not whether players achieve other learn-
ing outcomes. The model also does not allow researchers to draw clear connections
between even this limited realm of learning and the social aspects of a game.
The authors also transform Sweetser and Wyeth’s dimension of “player skill”
into “knowledge improvement,” which contains five items that focus more on the
educational subject matter of the game:
opportunities for social play contributed to the users’ learning. For example, partic-
ipants in the Fu et al. study gave low ratings to the social interactivity of the games
they played, probably because some of the games appeared to offer few opportuni-
ties for social play and were played individually. While the social interaction items
cohered into a scale, it is not clear that players found the social dimension of the
games affected their learning either positively or negatively.
If we wish to inform the design and usage of multi-player and pervasive educa-
tional games, we need more refined concepts of flow that emerges in social play,
motivated by theory and research on cooperative learning. Thus, we aim to develop
a richer conceptualization of the users’ experience of social gameflow that builds
upon the nascent research into the relationship of flow, social interaction, and learn-
ing in games. This conceptualization can be used to learn more about how different
kinds of social interaction in today’s games and play contexts may contribute to flow
and learning.
Table 5.1 presents a comparison of the dimensions of Sweetser and Wyeth’s (2005)
original concept of GameFlow for traditional computer games, Fu et al.’s (2009)
EGameFlow for e-learning games, and our Social GameFlow. (We have reordered
some of the dimensions of the other two models, but the wording of each is taken
verbatim from the originals.) Our aim here is not to conceptualize all aspects of
flow in games, but the dimensions most relevant to social flow so that research can
evaluate its particular contribution to learning. Our conceptualization draws from the
literature on games and flow, as well as on cooperative learning, and would be appli-
cable to the kinds of e-learning games that interested Fu and colleagues. However,
it also applies to games developed for broader, not just educational, purposes – we
see learning as an outcome across games, not just a property of some games. As we
will argue in more detail later, we see the achievement of social flow as dependent
not only upon game design but also upon the context in which games are played.
We aim to account for the elements of social game play as experienced by the user,
which is the product of both the internal properties of games and the external set-
ting in which they are played. Because our focus is on clarifying the nature of the
user’s experience, we do not specify in great detail what game features we think are
likely to provoke flow. However, a clearer model of the experience will allow future
research to draw stronger connections between the flow state and particular game
elements and play contexts.
Elaborating upon the importance of clear goals in the original theory of flow, we
suggest that players who experience social gameflow are likely to perceive clear and
authentic game goals for the group over and above that which can be achieved by
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 69
Clear Goals: Provide the Goal Clarity: Tasks in the game Interdependent Goals and
player with clear goals at should be clearly explained at Rewards: Players recognize
appropriate times. the beginning. clear and authentic goals that
can only be achieved by a
group; players sense that goal
interdependence is matched
with reward interdependence.
Feedback: Players must Feedback: Feedback Feedback: Players feel that they
receive appropriate allows a player to determine receive clear feedback at
feedback at appropriate the gap between the current appropriate times to the group
times. stage of knowledge and the about its actions in the game
knowledge required for and about individual members’
ultimate completion of the contributions.
game’s task.
Challenge: Be sufficiently Challenge: Offer challenges that Challenge: Players perceive
challenging and match fit the player’s level of skills; challenges of different levels
the player’s skill level. the difficulty of these that match the group members’
challenges should change in collective knowledge and
accordance with the increase in skills, including their
the player’s skill level. collaborative abilities.
Control: Players should Autonomy: the learner should Control: Players have a sense of
feel a sense of control enjoy taking the initiative in control over their individual
over their actions in the game-playing and asserting decisions, their groups’
game. total control over his or her strategies and actions within
choices in the game. the game, and their group’s
influence on the gameworld.
Concentration: Games Concentration: Provide Concentration: Players are able
should require activities that encourage the to focus sustained attention
concentration and the player’s concentration while and reflection on the group’s
player should be able to minimizing stress from interaction.
concentrate on the game. learning overload, which may
lower the player’s
concentration on the game.
Immersion: Players should Immersion: The game should Immersion: Players experience
experience deep but lead the player into a state of periods of deep involvement in
effortless involvement in immersion. group play.
the game.
Social Interaction: Games Social Interaction: Tasks in the Intrinsic Reward: Players value
should support and game should become a means social play and learning as
create opportunities for for players to interact socially. worth doing for their own
social interaction. sakes.
Player Skills: Games must Knowledge Improvement: the Achievement of Learning Goals:
support player skill game should increase the Players sense that they can
development and player’s level of knowledge achieve the game’s learning
mastery. and skills while meeting the goals.
goal of the curriculum.
70 C.M. Bachen and C. Raphael
any player alone. This is also a response to educational theories that value coopera-
tive learning, which find that “it is important for well-structured cooperative learning
to have a group goal and individual accountability” (Stevens, 2008, p. 187). Players
are more likely to contribute fully to the group’s pursuit of its goals, rather than
acting as free riders, if each player’s contributions are transparent to other players
and players experience consequences based on their individual contributions. If they
are to matter to players, group goals must be authentic – integral, not peripheral, to
succeeding in the game and mastering its subject. This view is grounded in theories
of constructivist learning (Jonassen, 1991) and situated learning in communities of
practice (Lave and Wenger, 1991), which posit that authentic tasks set in meaning-
ful contexts increase motivation to learn. This approach has inspired social game
designers to emphasize that shared learning goals must be central to the gameplay
and educational aims (Barab et al., 2005) and that individual contributions should
be identifiable (even as the game offers supports to students who struggle) (Padilla
Zea et al., 2009).
Social interdependence theory is especially relevant for this dimension of social
gameflow. The theory suggests that “the way in which goals are structured deter-
mines how participants interact, and those interactions pattern the outcomes of the
situation” (Johnson and Johnson, 2008, p. 406). Interdependence may be nega-
tive in a state of competition, where individuals perceive that they achieve their
ends only if their competitors fail to reach their ends. Positive interdependence
arises in a state of cooperation, in which “individuals perceive that they can reach
their goals if and only if the other individuals with whom they are cooperatively
linked also reach their goals” (p. 406). In some single-player games, no interdepen-
dence exists. But in games that involve groups (such as guilds or teams) working
together against other groups, both positive interdependence (within one’s group)
and negative interdependence (against other groups) exist.
Games that provoke the flow state through social play are likely to foster positive
interdependence. In other educational contexts, research indicates that this interde-
pendence may include evidence of “mutual help and assistance, exchange of needed
resources, effective communication, mutual influence, trust, and constructive man-
agement of conflict” (p. 406). The research indicates that positive interdependence
tends to promote three results: “substitutability (i.e., the degree to which the actions
of one person substitute for the actions of another person), inducibility (i.e., the
openness to being influenced and to influencing others), and positive cathexis (i.e.,
the investment of positive psychological energy in objects outside of oneself)”
(p. 406). The last result especially dovetails with the flow state.
The research on social interaction in the classroom cited above finds that student
learning in groups is higher than it is in individual work only when positive inter-
dependence is clearly structured, especially by making goals and rewards highly
interdependent. Similarly, Choi et al. (2007), as discussed above, found that align-
ment of common goals and rewards may be necessary (but not sufficient) for
improved learning in social gameplay. In addition, Padilla Zea et al. (2009) sug-
gest that groups are more likely to experience interdependence in games if they
share a common lifespan (rather than changing membership during the game) and
evaluation (such as a group score).
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 71
5.4.2 Feedback
Expanding upon flow theory’s requirement that individuals can obtain clear
feedback on their activities, we suggest that social gameflow likely depends on play-
ers’ sense that they are receiving clear feedback at appropriate times to the group
about its actions in the game and about individual members’ contributions. In addi-
tion, cooperative learning research finds that feedback on individual performance is
crucial for maintaining each member’s accountability to the group, which is asso-
ciated with higher learning gains (Johnson and Johnson, 2008, pp. 407, 409). The
literature on flow in face-to-face learning groups also suggests that mutual feedback
among group members is important for successful group action (Sawyer, 2007).
5.4.3 Challenge
5.4.4 Control
In response to flow theory’s concern that individuals have a sense of control over
their activities, we posit that social gameflow includes players having a sense of
control over their individual decisions, their groups’ strategies and actions within
the game, and the group’s ability to influence the world of the game. The most
basic aspect of control is a sense of command over the interface and input devices
(Sweetser and Wyeth, 2005). Social play should also enable each player to feel that
she can influence the pace of the game, rather than forcing some players to wait
until others have finished an activity (Garzotto, 2007). In addition, we posit that
individuals cannot feel a necessary sense of agency in social gameplay unless they
feel they can influence their own decisions (such as their choice of role) and their
group’s strategies and actions. Group members who participate against their will or
who feel little efficacy within the group are unlikely to enjoy the game. In addition,
players need to sense that their actions can influence the gameworld if they are to
play it fully, perhaps multiple times, in order to enjoy discovering the consequences
of their decisions and the construction of their own knowledge (Gee, 2003).
5.4.5 Concentration
While the original theory of flow includes the dimension of intense concentration,
social gameflow likely depends upon players’ ability to concentrate and reflect on
group interaction, not simply on their own individual actions in the game or dis-
tractions posed by the game or play context. Gameflow theory posits that “the more
concentration a task requires in terms of attention and workload, the more absorb-
ing it will be” (Sweetser and Wyeth, 2005, p. 4). Social games and play contexts
make group interaction in pursuit of group goals the focal point. Under such condi-
tions, enjoyment and learning are likely derived primarily from the social elements
of the game. Social gameflow is more likely if the game interface, roles, rules, and
goals, as well as the social and physical setting in which the game is played, focus
attention on the group activity. Non-game classroom research suggests that group
learning, as compared with individual learning, presents both drawbacks and advan-
tages for maintaining focused effort. While group members may distract each other
with social-oriented rather than task-oriented activity, the group can also act to keep
easily distracted members more on task than they would be if left alone (Corno,
2001).
Social gameflow also involves players’ ability to reflect on the group’s interac-
tion. Several theories of cooperative learning emphasize the importance of reflective
communication within groups, for somewhat different reasons. Social interaction
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 73
theory emphasizes the value of group processing for improving members’ con-
tributions to the task, teaching teamwork skills, and maintaining group cohesion
(Johnson and Johnson, 2008, p. 408). Stevens (2008) identifies similar rationales
in Bandura’s (1977) social learning theory, which also stresses the importance of
reciprocal role modeling by group members, and in sociocultural learning theory’s
emphasis on how less advanced learners benefit from cognitive apprenticeship to
more advanced peers (Vygotsky, 1978). Stevens also notes that generative learn-
ing theory suggests the importance of learners explaining knowledge to others to
solidify their grasp of it, which helps to explain why more advanced students gain
as much or more than less-advanced students in cooperative learning groups. These
theories have motivated greater attention to designing opportunities for group reflec-
tion on learning through exposure to mentors and membership in learning guilds in
innovative networked educational games, such as Quest Atlantis (Barab et al., 2006).
5.4.6 Immersion
Whereas initial gameflow studies focused on whether the player was continually
immersed in individual play, social gameflow involves periods of immersion in
group play. Gameflow studies have observed group members in this state of reduced
awareness of self, of surroundings, and of time passing (e.g., Inal and Cagiltay,
2007). Some research on computer-based learning (navigational and map-reading
problem-solving and writing) suggests cooperative learners (compared to learners
in individualistic and competitive conditions) exhibited greater signs of social flow:
they talked less with the teacher and more to each other, and they made more task-
oriented and fewer social-oriented statements (Johnson and Johnson, 2008, p. 409).
However, immersion may not need to be continuous, as is often assumed in individ-
ualistic versions of gameflow theory. In social play aimed at cooperative learning,
immersion probably needs to be punctuated by critical reflection on the group pro-
cess and individual contributions to it, in order to improve members’ learning and
the group’s performance. Because survey items in prior gameflow research tend to
focus on individual absorption in the game, new measures are needed to capture
immersion in social interaction, for example, by studying the group interactions in
multiplayer games. In pervasive games, in which players use mobile computing
devices to engage in social learning in the virtual and physical worlds simulta-
neously, immersion should not be thought of as including loss of awareness of
surroundings, but as the ability to switch focus seamlessly between the virtual and
physical worlds (Jegers, 2007).
offered by the game. Cooperative learning research increasingly finds that this kind
of learning inspires more intrinsic motivation to learn, compared with competi-
tive or individualistic learning (Johnson and Johnson, 2008, p. 408). Educational
theorists, like contemporary employers, increasingly prioritize the ability to “play
well with others” as an end in itself. In particular, communities of practice theory
elevates learning goals that are less focused on products that demonstrate mastery
and more on processes: the ability to work intentionally, actively, and communally
(Lave and Wenger, 1991). Scholars of social games suggest that players are drawn to
them primarily by the lure of connection, cooperation, and competition with others
(Choi et al., 2007; Garzotto, 2007; Jegers, 2007; Lazzaro, 2004). Therefore, intrin-
sic enjoyment of group play seems to be an important prerequisite for learning from
social games.
Social gameflow also depends upon players’ sense that they can achieve the game’s
learning goals. We are not aware of any version of flow theory that posits that
people enjoy an activity in which they feel they can never succeed, nor of any
cooperative learning theory that claims that people learn well in a group setting
if they feel they cannot meet evident learning objectives. All games present play-
ers with goals, including the goal of learning how to play the game itself. Some
games have single pre-defined goals, such as amassing the highest point total or
moving one’s character, society, or team to an endpoint in time or space. Other
games offer a menu of goals, allowing players to choose among a closed-ended
number of options. For example, many geopolitical games allow players to choose
to prioritize military, diplomatic, or economic success. Multiplayer games that favor
social interaction, including role-playing and fantasy games, may expand the range
of goals further. Yet even these games encourage players to pursue increasing levels
of power, resources, or honors for their group, or to try to explore advanced narrative
elements that can only be experienced by playing longer and more skillfully.
Formal Game
Features
User Skills
Context
Game
Formal Features Social In-Game Transferable
Setting Social
Subject Matter Flow Learning Learning
Genre Relations
User Factors
that has been assumed in the existing literature, while Fig. 5.2 presents our model
of social gameflow and learning. The major differences we propose include a focus
on gameflow in social play, greater attention to contextual factors that can influence
social flow, and the need to test whether social flow contributes both to in-game
learning and learning that transfers outside the gameworld. We suggest that social
flow is shaped not only by the elements of the game itself, but also by context
(such as the setting of play), social relations among players, and individual user fac-
tors. Within each of these factors, we provide examples of variables that previous
research indicates will be especially relevant.
5.5.2 Context
Research on game-based learning in general, and the role of social flow within it,
needs to control more rigorously for many other factors that can influence flow and
learning or we risk making unwarranted universal claims about the elements of game
design and the flow experience. Egenfeldt-Nielsen’s (2007) review of the empirical
research on game-based learning concludes that the setting of play, players’ social
relationships, and individual user factors can all shape whether players experience
enjoyment in game play that leads to learning. If we want to understand game design
features that influence flow, we have to control more rigorously for these contextual
variables. If we want to understand social flow, we need to examine the contribution
of context to this experience.
2 Some prior research involving games and other activities has measured flow as a unidimen-
sional concept by simply describing the flow state and asking research participants a few questions
about whether they experienced it. However, the importance of examining relationships between
each dimension of flow and particular formal features and genres (as well as how each dimension
might contribute to learning) underscores the importance of measuring flow as a multidimensional
concept, as we have proposed here (see also Hoffman and Novak, 2009).
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 77
5.5.2.1 Setting
Gameflow research should address the influence of setting on play, including in
formal and informal educational situations, as well as online, in the same phys-
ical space, or in a mix of two (as in pervasive games). In formal education, the
effectiveness of a game owes a great deal to the surrounding instructional con-
text, especially the role of teachers as “assistants in the discovery of knowledge,
guides to the exploration, reflection, and restructuring of the student’s understand-
ing” (Norman, 1993, p. 40; see also Andersen, 2004; Egenfeldt-Nielsen, 2007;
Squire, 2005, 2006). Research in formal educational milieus needs to identify
which elements of the larger instructional setting influence social flow, or need to
be controlled. Research in informal social settings, such as online game worlds,
after-school clubs, and homes, needs to take stock of the potential effects of how
surrounding expectations, norms, and physical locales structure social interaction.
Experimental research could shed light on whether and how social play is best facil-
itated in online, face-to-face, and mixed game platforms. For example, a number of
scholars and designers have found that social presence in games (the capacity for
making players fully aware of others through a naturalistic game interface) is related
to flow (e.g., Franceschi and Lee, 2008; Weibel et al., 2007). Further research on this
topic can illuminate the most effective ways of representing social exchange online
for learning.
2005). Future research needs to control for these factors in order to determine
whether flow is simply a function of higher expertise or has independent explanatory
power (Engeser and Rheinberg, 2008). Historic differences in gender preferences
for game genres and features (Cassell and Jenkins, 1998; Graner Ray, 2004) con-
tinue to pose important questions for social flow research. For example, Inal and
Cagiltay’s (2007) observational study of elementary school children who played
games socially in the classroom found that when boys entered a flow experience
they were less aware of both themselves and their friends. Girls playing in groups
rarely experienced flow at all, perhaps because of the games available to them. Do
males and females tend to experience the dimensions of social flow differently? Are
females more likely than males to experience social flow and learning in highly
social games because females tend to prefer social gameplay, or less likely to do so
in strongly competitive and goal-oriented games because they tend to favor narrative
and cooperation?
5.5.3 Learning
Studies of gameflow need to test directly whether it enhances learning, what kinds
of learning, and whether that learning extends beyond how to play the game itself.
From an educational standpoint, psychological states such as flow are important
to the extent that they support learning outcomes. Surprisingly, few studies have
tested whether flow contributes to game-based learning using objective measures
of learning outcomes (rather than self-reports). Of the few such studies conducted
to date, some find that experiencing flow enhances in-game learning as reflected in
players’ performance (Engeser and Rheinberg, 2008; Keller and Bless, 2008), others
have failed to find such a link (Choi et al., 2007), and still others have found no link
between flow and learning that transfers outside the game (Li-Chun and Ming-Puu,
2010). However, research on non-game educational contexts offers more support for
flow’s potential contribution to learning (Nakamura and Csikszentmihalyi, 2009),
including other forms of computer-based learning (e.g., Skadberg et al., 2005; Ho
and Kuo, 2010). Therefore, our model proposes that social gameflow can have an
effect on in-game learning of knowledge, skills, or dispositions and on players’
ability to transfer that learning by applying it outside the game.
Research designs will need to distinguish between players’ engagement with the
game and with its educational subject matter and goals. Pearce (2005) differentiated
task flow and artifact flow, based on his findings that learners may report experi-
encing flow because they are absorbed by the game elements of a simulation, rather
than the task (learning objective), especially if the challenge overmatches players’
skills. Barab et al. (2006) detected a similar difference between immersion in narra-
tive flow and task flow that leads to learning. The authors found that some students
were deeply engaged with the narrative of water pollution in a local park in Quest
Atlantis, but not fully with the underlying scientific concepts (about principles of
erosion) that were embedded in the story; students especially had difficulty applying
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 79
these concepts outside the virtual story on follow-up assessments. Effective games
would foster task, artifact, and narrative flow, but good research should employ mea-
sures that distinguish these kinds of flow rather than assuming that global reports of
being in the flow state will always enhance learning. In addition, for social game-
flow studies it is important to distinguish between immersion in social-oriented and
task-oriented activity.
The balance of immersion in and reflection on group play may be the most com-
plex dimension of flow for learning in greatest need of further study. Ermi and
Mäyrä (2005) have proposed unpacking immersion into three elements: sensory
immersion (in the perceptual world of the game), challenge-based immersion (in
the cognitive and motor aspects), and imaginative immersion (in the narrative of
the game). To what extent does immersion in game-based social learning depend
upon each of these three elements? Furthermore, is immersion best suited to all
kinds of learning? Garris et al. (2002) have expressed concerns that learners may
have difficulties deriving and applying general principles from the intensely con-
crete experiences found in simulations. Habgood et al. (2005) have suggested that
the immersive state of flow may inhibit metacognition and therefore may be bet-
ter suited to practicing and proceduralizing knowledge than acquiring or reflecting
on it. Some kinds of learning, such as moral and civic reasoning, likely require both
empathetic identification with others and critical distance from them (Raphael et al.,
2010). Does social gameplay exacerbate the difficulty of reflection in the flow state
by adding social-oriented diversions to the learning experience or does the social
element help keep learners on task, as found in some classroom studies cited above?
Reflective opportunities may be designed to exist within gameworlds or to
accompany them. Few studies have tested whether in-game reflective techniques
disrupt flow and even fewer examine the learning consequences – good or ill –
of such game elements. One study, albeit preliminary in nature, suggests that
the assumption that invitations to metacognition will kill players’ immersion is
unfounded. The game, Immune Attack, designed to teach about the immune sys-
tem, risked interrupting flow by allowing the player to stop play and access a
generic inquiry management tool to seek help in answering a question that would
allow the player to advance in the game (Kelly et al., 2007). In testing the pro-
totype, researchers found a positive, even ‘enthusiastic’ response to the inquiry
management tool, thus allaying some of the concerns that privilege immersion over
reflection. Can opportunities to consult, debate, and negotiate with other players dur-
ing social play, such as those proposed by Padilla Zea et al. (2009), be reconciled
with immersion?
Research also needs to address more directly whether achieving flow aids the
transference of learning from the game to the world beyond. Some of the early
research on math games suggests that those who most immersed themselves in play-
ing these games showed less awareness of the games’ learning objectives and less
ability to apply that knowledge outside the game world (Klawe, 1998; Klawe and
Phillips, 1995). Knowledge transfer may depend upon games making their learn-
ing objectives explicit and players practicing intentional learning by reflecting upon
80 C.M. Bachen and C. Raphael
This chapter has laid out a model of social gameflow and learning. Our conceptu-
alization of social gameflow builds on the work of Sweetser and Wyeth (2005) and
Fu et al. (2009), which outlined the individual and social dimensions of the flow
experience of game players. We have suggested that social gameflow includes the
perception of interdependent goals and rewards, as well as uniquely social forms
of feedback, challenge, control, concentration, immersion, intrinsic reward, and
ways of achieving learning goals. This conceptualization is grounded especially in
cooperative learning theory and research, although it is compatible with elements
of broad a range of learning theories – including constructivism, communities of
practice, situated learning, and project-based learning. Our model of social game-
flow and learning broadens the scope of gameflow research to examine contextual
antecedents of flow, such as setting, the social relations of play, and characteristics
of individual users. This model also draws attention to studying flow as a moderating
or mediating variable variable that may influence in-game learning and transferable
learning. The model can inform educational game design as well as future studies
of social gameflow and learning in both formal and informal settings.
5 Social Flow and Learning in Digital Games: A Conceptual Model and Research . . . 81
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Chapter 6
A Formalism to Define, Assess and Evaluate
Player Behaviour in Mobile Device Based
Serious Games
6.1 Introduction
One of the noted shortcomings for serious games is the lack of guidelines or means
to assess and evaluate the performance of the player (Connolly et al., 2007a, b);
one of the obvious drawbacks of using questionnaires when investigating human
behaviour in psychology is the subjective nature of introspective statements (Ajzen,
2002). This chapter proposes the use of a formal language which can be used to
unambiguously represent and automatically evaluate players’ behaviour; and can
do so according to established guidelines for attitudinal research in the field of
psychology.
This formalism proposed in this chapter is of course not restricted to mobile
devices. Mobile devices, while by now rather powerful computation devices, are still
(and probably always will) trailing the power available in static computers like PCs,
servers and clusters. By demonstrating (Hildmann, 2012) the feasibility of imple-
menting the formalism on mobile devices we demonstrate the overall applicability
of the approach and justify our claim that this can already be implemented and used.
Chapter 8 elaborates on the use of mobile devices in more detail (Section 8.5).
6.2 Background
In this chapter the authors propose the use of logics as a formal language to describe
the actions and choices taken by players of a game. Using established guidelines
for attitudinal research in the field of psychology a sort of grammar is suggested.
The so constructed behavioural statements allow for an unambiguous and automatic
observation, recording and evaluation of the players’ behaviour, leaving only the
interpretation open for dispute amongst psychology researchers.
H. Hildmann (B)
Etisalat BT Innocation Centre (EBTIC), Khalifa University, Abu Dhabi, UAE
University of the West of Scotland (UWS), Scotland, UK
e-mail: [email protected]
The platform chosen for the implementation of such games are mobile devices.
This is due to the pervasive nature of this technology as well as to show that the
approach is feasible and can be implemented for less than state of the art platforms
and devices.
With this in mind the authors fist provide a brief background on the concepts
of games based learning, mobile devices, electronic learning and entertainment and
briefly on the field of behavioural and attitudinal psychology.
Many of the educational benefits of games were highlighted in the literature even
before the time when computer games became ubiquitous. Today games-based
learning can be considered a field of its own, spanning a variety of subfields ranging
from simulations (e.g. military maneuvers) over serious games (e.g. role playing
games in job interviews) and simple kindergarten exercises to complex games on
electronic devices equipped with state of the art artificial intelligence.
Games can promote complex problem solving in training applications, promote
practical reasoning skills improvement and reduce time for training and instructor
load. Games can result in high sustained motivation levels and promote automaticity
training where rehearsal becomes second nature. In a survey performed as early
as 1987, it was noted that already 4,600 large firms used business or cooperative
initiative games in development and training.
What are the main benefits of game-based learning; which skills are devel-
oped, which abilities are promoted? The following is a (not exhaustive) list of key
benefits of skills likely to be developed through play with properly designed games,
(Hildmann et al., 2010):
The extent to which those skills are exercised in any particular game depends on
various factors such as rules, number of players, age range, design of the material
or procedures for turn-taking.
The concept of mobility and the idea of mobile devices has become a buzzword,
not unlike the words multimedia and interactive in the 90s. However, what the term
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 87
mobile device refers to is ill defined. At best we can include all types of devices
that are not stationary. This can cover anything ranging from the average laptop
to million dollar medical equipment in hospitals, as long as that equipment can be
moved from one location to another. In the context of this chapter, the term refers
to mobile phones, i.e. to small, pocket size hand-held computing devices with a
small battery and memory supply (Hildmann et al., 2010). The ideas and results
presented do not in any way restrict this to mobile phones, however as cell-phones
have become a pervasive technology they can be assumed to be available to everyone
and, in addition, they can be obtained at an affordable price.
demanding applications. To this end two different types of serious games as well
as one optimisation tool are mentioned; all three have been created in collaboration
with the authors, and the content of the following sections can be understood as a
summary of the respective projects. For a more detailed account of these projects
the interested reader is referred to the individual project related publications, as indi-
cated where appropriate. All three are ongoing research projects focusing on serious
games for mobile devices as well as computationally expensive applications that are
ported to (or even designed for) hand-held devices.
These applications are showcased in this book to show that there is currently a
trend towards using mobile devices for serious applications in general and serious
games in specific, and that the field of games-based learning can benefit from fur-
ther investigating the use of mobile devices as platforms. The two games are given
in Sections 8.5.1.1 and 8.5.1.2. The application presented below which is not a game
but an optimisation tool is mentioned to show that computationally expensive appli-
cations, which only a decade ago required dedicated and bulky computers, can now
be designed for mobile devices. The state of the art features sufficient memory as
well as the required computational resources.
MAST This example is not a game but a structural optimum design application for
mobile devices. This application is mentioned here because it showcases the imple-
mentation of a multi agent system running efficiently on various mobile devices.
It is a tool for experts out in the field that want to get advise on efficient design of
steel structures (see Fig. 6.1). Just a few years ago an application like this one would
have had computational requirements that exceeded not only the mobile phones of
the time but also the standard PCs available to the general public.
stage where they are to be treated as fully functional and feasibly usable. The article
further claimes that already 40% of the US mobile customers surf the internet with
their phones. The iPhone, admittedly once a device on the forefront of the state of
the art product lines, runs Mac OS X and sports a 620-MHz ARM processor as well
as 128 MB RAM, which for the authors and probably most of the readers will make
it a phone more powerful than the computers on which they wrote their first code.
Some of today’s phones can display and execute most materials available on the
internet in such a manner that there is no real loss of functionality over using a PC
any more.
Mobile technologies can serve both as platform for content applications in gen-
eral as well as terminals to interact with server-based applications that require more
computational power than a mobile device can currently provide. In recent work
(Meissner et al., 2001, 2003; Bitterberg et al., 2008) and (Hildmann et al., 2008) the
respective authors argue for the use of mobile technologies and point out that, due
to the computational power of contemporary mobile phones, complex applications
can now feasibly be implemented on such devices.
In recent years mobile phones have received an increasing attention from the sci-
entific community, both as devices of notable computational power (Bitterberg et al.,
2008) as well as in their capacity as nodes in distributed computing applications
(Kurkovsky et al., 2004; O’Sullivan and Studdert, 2005) argues that the multi-agent
paradigm found in the MAST application mentioned above is an ideal middleware
for the management of mobile devices.
As previously pointed out in (Hildmann et al., 2008; Connolly et al., 2007c) noted
that at least some learners seem to have a cognitive preference with regard to the
media used in education facilities, i.e. there are learners that have a preference
of one medium over the other. Universities across the UK have started years ago
enrolling students that are in fact younger than the internet (even if we use the
arguably late birth date claimed by Al Gore). Consequently, learning institutions
of all levels are today facing (or will soon face) type of students and learners that
differs greatly from the ones of only 20 years ago. This next generation of students
has grown up in a multimedia culture; they have assimilated the multitude stimuli of
the environment to which our increasingly technocratic society subjects them. The
traditional, linear approach to teaching is very likely to leave them bored and, subse-
quently, cognitively under-challenged. This is confirmed by surveys which state that
the conventional approach of forcing the students to focus on one physical location
and source is frustrating and contra productive. The overwhelmingly stated prefer-
ences of this new generation are for mobile video and audio applications and for
interactive media.
Mobile devices, in particular mobile phones, are a good example for this trend in
teenagers and young adults. This young group of people prefers constant cognitive
interaction, a trend that has led to a generation of children for whom the mobile
90 H. Hildmann and J. Hildmann
When talking about behaviour theory, the image of a salivating dog is commonly
the first association of persons with only a marginal insight into learning theories.
This is especially so when the notion of conditioning is mentioned (Bandura, 1974).
Owing to this, the idea to use theories and models from behavioural psychology
as the basis for research on serious games aiming to assess and profile behaviour
mainly evokes negative associations in laymen. However, there is a lot of ground
work done in that field and specialist with an extensive psychological or therapeuti-
cal training are well aware that behavioural therapy is the most effective treatment
strategy for a number of phenomena and syndromes. The notion that human deci-
sions with respect to actions and behaviour are partly controlled by their anticipated
result is generally accepted. Independent of our values, moral stance or orientation,
we model and reinforce our values and our actions reflecting these values (Bandura,
1977).
In 1985 Ajzen proposed the Theory of Planned Behavior (ToPB) as extension to
his Theory of Reasoned Action. This theory stipulates that human decision-making
(with respect to actions and behaviour) is guided by three conceptually different
considerations and beliefs (Ajzen, 1985):
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 91
• Behavioural beliefs: The expectations about the likely outcome of one’s actions,
paired with one’s subjective view on these outcomes.
• Normative beliefs: The opinion of others regarding the outcomes of one’s actions,
combined with the intention to adhere to the standards of others and to live up to
the expectations of one’s peers.
• Control beliefs: One’s confidence towards all factors relevant to bringing about
an outcome and the subjective belief of control over these factors.
6.3.1 Background
6.3.2.1 Syntax
In this section we provide the rules that allow the construction of arbitrarily long
sentences from a chosen vocabulary. As mentioned above, we first need to accu-
mulate a vocabulary. When it comes to computer games, this is relatively safe as
a computer can at any moment only represent a finite number of concepts, due to
its finite memory. At worst, our vocabulary in this case will be the complete (finite)
set of all concepts. When applying this to the non-discrete real world we imme-
diately run into trouble. It is important to understand that the teacher (the user) is
the person making the decision what the vocabulary should be, the programmer is
only tasked with the construction of the system. For example a moderator in a team
building exercise can decide to see the world in 1 min intervals and to allow state-
ments like “the player has not communicated in the last minute”. This is going to be
either true or false in any given minute, subject to the discussion of what constitutes
communication of course.
We define L as a collection of all statements needed to describe anything of
interest in the game. We say that individual statements in this collection are atomic,
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 93
i.e. that they are not the combination of smaller statements. E.g.: “the player has not
moved in the last minute or communicated in the last minute” is the combination of
“the player has not communicated in the last minute” and “the player has not moved
in the last minute”, and is thus not included in L .
Such complex statements are constructed over the statements (words) in L
through the use of the syntax rules which will be explained below. In what follows,
we will denote such statements by p and q and introduce the means to combine
them into complex natural language sentences. We then provide a formal translation
into a symbolic representation and define a normal form to asses (on the basis of a
simple true-false view of the world) whether a statement is true.
Assume that we already have a set of words, L . From this we want to construct
complex sentences. The set of complex sentences constructed L over will be called
the language L ∗ .
In natural language we have connectives like and, not, if ... then and so on, and
we are now going to introduce their formal equivalents. We define our language as
follows: If p and q are atomic statements in L ∗ , then the following sentences are
part of language L ∗ :
For brevity we abbreviate the not connective as indicated by the brackets. The
table below lists the symbols used in PL to represent the above given connectors:
As the above definition covers only atomic statements, we extend this and allow
these connectives to be applied to all sentences of L ∗ , i.e. we include more complex
sentences like e.g.: “It is raining and it is Sunday or it is Monday”. These connectives
and operators are all related to another and can be defined through each other.
These connectives and operators are all connector operator usage rewritten
related to another and can be defined
through each other: only the ¬ (not) and not ¬ ¬φ
either the ∧ (and) or the ∨ (or) are or ∨ φ∨φ
needed. This syntactical equivalence is
and ∧ φ ∧ ψ ≡ ¬(¬φ ∨ ψ)
called DeMorgan’s Law (van Benthem et al.,
if . . . then → φ→ψ ≡ ¬φ ∨ φ
1991).
94 H. Hildmann and J. Hildmann
6.3.2.2 Semantic
We now have syntax, but that does not suffice to give us a language, insofar as
that until now we have not provided a meaning for our statements. Clearly we have
an intuitive understanding of the meaning of the connectives as we use them in
our daily lives, but they are nevertheless not yet formally defined. Recall that we
started our construction of sentences from atomic statements. In what follows we
will define the semantics, i.e. the meaning of all sentences on the basis of the truth
of the individual statements.
Consider that at any moment we can infer for any statement in L whether that
statement is true or false at that moment. In addition we say that in any moment one
of the two has to hold, i.e. that everything we can say at any moment is, from an
omniscient point of view, either objectively true or false. Furthermore, to avoid con-
fusing nestings of quotes we use brackets to construct complex sentences. What
follows will be common knowledge to the logicians among the readers as it is
directly taken from classical propositional logic. We briefly give the semantics for
L ∗ through the following definitions:
1. “not (statement1)”
Since everything is either true or false this is true if sentence 1 is false.
2. “statement1 and statement2”
This is only true if both sentence 1 and sentence 2 are true.
3. “statement1 or statement 2”
This is true if at least one of the two sentences is true.
4. “if statement1 then statement2”
This last one is tricky. Clearly if both sentences are true, then the whole statement
is true; furthermore, if the first sentence is true and the second sentence is false
then the whole statement is false. But what if the first sentence is false? Then, by
convention, we say that the whole statement is true. This has to be that way for
reasons of consistency (consider the division by zero in math, which is forbidden
by convention to protect and ensure the consistency of the system in question).
For example, consider the sentence “if (it is raining or it is Sunday) then not (I
am going to work)” and let’s say that at the moment we evaluate this it really is
Monday, it is raining and I am going to work. Then, the part “it is raining or it is
Sunday” is true because it is raining, but the whole sentence is false because the
if-part (the condition) is true while the then-part (the conclusion) is false.
The tables below give the truth values for the operators not and and. Each table
covers all possible circumstances under which an operator could be encountered and
then defines the truth value of the operator in this case. The left table defines the not
operator, which is always applied to a single statement, in this case p. There are only
two possible cases we have to consider since p can only be true ( ) or false (⊥).
The second defines the and operator which is applied to two statements and thus 4
separate cases have to be considered: both p and q are false, both are true, and the
cases where exactly one is true. The definition of the and-operator is intuitive:
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 95
p ¬p p q (p ∧ q)
⊥
⊥ ⊥ ⊥
⊥ ⊥
⊥ ⊥ ⊥
Above we mentioned DeMorgan’s Law and said that due to these semantic equiva-
lences the operators or and if . . . then are nothing more than abbreviations, so called
syntactic sugar to enhance readability of formulae. The table below defined them:
p q (p ∨ q) (p → q)
⊥ ⊥
⊥
⊥ ⊥ ⊥
These abbreviations will come back below when we describe how to translate the
statements into a form that allows us to check them for validity and satisfiability.
6.3.2.3 Complexity
Above we mentioned consistency in a side note only, and a few brief statements
regarding the properties of propositional logic should be made: For one thing,
propositional logic is a formal system that allows a logician to take a number of
statements which are considered to be true and to construct new statements from
them that are then necessarily true as well. More technically, PL is sound and com-
plete. That means that whatever one can prove with PL is indeed true (soundness)
and if something is really true then it can be proven by PL (completeness).
Another aspect of a formal system that is of large interest to us is the verification
of statements, meaning that given either a new statement of unknown truth value or
a description of what is known to be true and false, we want to be able to investigate
the truth of statements. There are two sides to this: We can either investigate whether
a given statement is true under a specific condition (validity) or whether a given
statement could ever be true (satisfiability). The following two statements illustrate
these two (respectively): “Today is Sunday” and “Christmas falls on a Sunday”.
Both, validity and satisfiability are of interest to us in the context of this chapter as
we will verify statements as well as at times might care to know whether a statement
could be true at all (after all, if a statement can never be true we can ignore it).
The complexity of PL then is as follows: The time it takes to verify whether a
given statement is true or false under specific circumstances is linear in the length
of the statements. That means that the longer the statement is the longer it takes to
verify whether the statement is true, but that the additional time it does take increases
linearly (if statement B is twice as long as statement A it will take twice as long to
verify whether B is true than it will take to verify the truth of A).
Testing for the satisfiability of a statement on the other hand is exponential in
the length of the statement. To understand this we have to point out that the careful
96 H. Hildmann and J. Hildmann
researcher will always assume the worst case scenario, which in this setting means
that one will have to compare all possible circumstances and that it will be only the
very last possible circumstance, if any, that will make a statement true and by that
enable us to decide whether a statement is satisfiable or not. While it is not very
likely that we will always be that unfortunate, such a pessimistic view is necessary
to provide us with a reliable estimate of how long it could take to investigate the
satisfiablity of a statement. And, as stated above, testing a PL statement for satisfi-
ability is exponential in the length of the statement (If statement B is but one word
longer than statement A then it will take twice as long to verify satisfiability for B
as it will take to check the satisfiability of A).
Practically this means that determining whether a given statement is true is com-
putationally feasible for all statements that the authors consider useful, given an
up to date computer and within the context of the applications at hand. Generating
random statements and testing whether these statements could ever be true, how-
ever, will quickly become unfeasible. Previously published results from benchmark
test using mobile phones from 2005 and 2006 have shown this (Hildmann et al.,
2010), and, while the computational power of mobile phones is increasing rapidly,
the exponential factor will prevent the above stated results from becoming outdated.
6.3.2.4 Algorithms
Translation into a normal form Above we have given the truth values for the oper-
ators we are using. We have furthermore mentioned DeMorgan’s Law and provided
a table illustrating how the and-operator and the if . . . then-operator are nothing but
practical abbreviations to replace the otherwise much longer formulae using only
the not- and the or-operator.
Therefore any statement can be rewritten as a semantically equivalent statement
containing only the operators ∨ (or) and ¬ (not) or the operators ∧ (and) and ¬. Such
statements will be a long list of propositions and negated propositions connected by
one type of operator. From the truth tables above we can see that as soon as one
proposition in a conjunction (p and q and r and . . .) is false the whole conjunction
is false, and, conversely, that as soon as a single proposition in a disjunction (p or
q or r or . . .) is true the whole disjunction is true. This means that by predicting
what outcome we are expecting we can choose to rewrite a statement to a form that
will enable us to verify it faster, thereby saving computation time and enhancing the
performance of our game or application. Due to this we give two algorithms for two
normal forms:
Validity When testing a statement for validity we are investigating whether the state-
ment is true or false given a certain state of the world. That means that we already
know for each relevant proposition whether that proposition is true or false. Using
the above rewriting method we either have a conjunction (p and q and r and . . .) or
a disjunction (p or q or r or . . .) to work with. Now we compare each occurrence
of the (possibly negated) proposition to that proposition’s truth value and decide the
truth value of the whole statement.
Satisfiability In order to determine the satisfiability of a statement we must find
a single state of the world (i.e. distribution of truth values for the relevant propo-
sitions). The most straight forward manner to do so it so enumerate all possible
combination of truth values for the propositions and then to test the validity of the
statement for each of them until one is found that makes the statement true.
Clearly this is a brute force approach and a specific application will most likely
allow a computer scientist with insight into the code and/or the intended use of the
application to provide some sort of heuristic to speed up the process. The previously
stated fact that “the time it takes to test for the satisfiability of a statement is increas-
ing exponentially with the length of the statement” is an upper bound and a well
designed application will have elements/modules that aim to reduce that time.
least 30 min each day in the forthcoming month”. It is not always clear how to
distinguish between the four aspects, a matter to which we will return further below.
The labeling of behaviour as well as the distinction of which of the four aspects to
assign to a part of a statement describing behaviour is subjective and therefore has to
be decided upon by the trainer or the researcher. This opens the door for ambiguity.
However, since we are not making any claims towards providing an objective way
to assess behaviour this is not of much impact. We merely provide well-defined and
consistent means to the assess behaviour. The classification, like the interpretation
of the collected data, will remain the task of the person investigating the behaviour.
Ajzen himself points out that there is this ambiguity and that there are many
possible additions to the basic TACT paradigm as proposed by him originally (e.g.
“within next month” can include “next Tuesday”). The aim of this chapter is to
illustrate our suggested approach and owing to this it is bound to be of a rather
general nature. The specifics of the project for which it is used will determine the
extent to which a finer grained distinction is required; one of the first tasks in the
design stage of a project is for the programmer and the trainer to liaise on that matter
and to reach a consensus. Furthermore, complicated extensions will complicate the
matter without adding value to the conceptual approach and are therefore omitted
here. The scope and the intended audience of this chapter do not warrant a more
lengthy discourse on this matter.
Fig. 6.2 Board game version of “Glasgow SoxWars”, tested and played by students at UWS
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 99
• The four concepts Time, Action, Context and Target are unambiguously defined.
• Given a state of the game we can evaluate any statement about this state to either
true ( ) or false (⊥).
• Each statement is assigned a behavioural label (e.g. cooperative, competitive).
The last point is quite vague as it will be based on the opinion of the researcher
alone. This however cannot be avoided; furthermore it is a problem that is present
when constructing a questionnaire as well. In what follows we will use some insight
into the example game to decide subjectively whether a stated behaviour should be
seen as cooperative or competitive. It is important to remember that these labels are
used to illustrate the approach, not as definitions of either of the two behaviours.
In the next few sections we will express behaviour of a player, which we will call
Subject and use the abbreviation B and B which stand for either cooperative or com-
petitive behaviour. Since we, as the researchers, define for any behaviour whether it
equates to one of these two we can investigate at any moment whether a player is
playing (in our opinion) cooperatively or competitively. Using the complex state-
ments further down, this allows us to investigate the behaviour of the player in
response to the opponent’s actions.
In our game the players have the option to offer their resources to other players.
When doing so, the price they can ask for this is fixed (This is to keep things simple:
if the price varied, the number of statements as well as their complexity would
increase drastically). The player can choose from offering resources to: a single
player, all players, all but one player, all players of lower rank and all players of
higher rank.
Cooperative
1. Subject offers trading to a single player P who is ranked lower than Subject.
2. Subject offers trading to a single player who plays B against Subject.
3. Subject offers trading to all players that are ranked lower than Subject.
Competitive
1. Subject offers trading to a single player P who is ranked higher than Subject
2. Subject offers trading to all players ranked higher than subject.
3. Subject offers trading to all players but player P who is ranked higher than
Subject.
The TACT labels are (omitting Time for now, see below):
Action: Subject offers to trade resources . . .
Target: . . . with player P/all players/all players but player P. . .
Context: . . . of higher/lower rank than the subject.
100 H. Hildmann and J. Hildmann
Let’s consider another action: bidding on resources: At the start of each round
the players are receiving resources. Each player is guaranteed a certain amount of
the available resources at the current rate for the product. The remaining amount of
resources is offered to the players in a sort of auction. To keep this somewhat fair
each player is offered an equal portion of the remaining resources at the fixed price.
If nobody else is bidding on these resources they will be sold to the respective player
at that price. If, however, any other player decides to bid on the resources auctioned
to this player the player bidding the highest amount will be granted the resources
(at the price of the second highest bid). At this stage the player is advised on the
current sales price for the resource, i.e. the player is told what the expected profit
will be but will still be allowed to bid a higher price.
Cooperative
Competitive
The TACT labels are (omitting Time for now, see below):
Action: Subject is bidding on resources . . .
Target: . . . of player P/Subject . . .
Context: . . . for a price which is equal to/less than/more than the resulting
profit.
In the above statements we have ignored the temporal aspect. We now add three
operators to the game: for n rounds, until and while. In the following sentences, pro-
vide to illustrate the usage of these temporal operators, cooperative and competitive
statements like the ones given above are abbreviated B and A:
Until statements
1. Subject plays B/A until player P plays B /A against Subject.
2. Subject plays B/A until all other player plays B /A against Subject.
3. Subject plays B/A until some other player plays B /A against Subject.
6 A Formalism to Define, Assess and Evaluate Behaviour in Mobile Device . . . 101
While statements
1. Subject plays B/A while player P plays B /A against Subject.
2. Subject plays B/A while n other player play B /A against Subject.
3. Subject plays B/A while at least n other players play B /A against Subject.
4. Subject plays B/A while at most n other players play B /A against Subject.
Now the latter two statement types until and while are more complex than the
first one. For all three types of statements we are deriving the Target, Action and
Context from the behaviour B but the until and while statements allow us to use time
not only in relation to the number of turns but to measure behaviour in relation to
the behaviour of others as well. The Repeated Prisoners Dilemma (Binmore, 2007;
Poundstone, 1992) is a good example of a setup where exactly this type of behaviour
is investigated.
The above listed are merely examples. Many more combinations are possible. We
argue that the above suffices to illustrate the complexity and expressiveness of L ∗ .
One can imagine that there are, in theory, statements of almost infinite length possi-
ble (restricted only by the number of temporal connectives like until and while and
the upper bound of semantically different statements). Longer statements are of lit-
tle use for psychological experiments or our games, we are content with statements
given above as examples to illustrate the approach.
Both, (Hildmann and Hildmann, 2009a) and (Hildmann and Hildmann 2009b) list
a number of potential advantages for the use of electronic devices in general and
mobile phones in particular. Before we provide a critical view we first briefly
reiterate those positive aspects here:
As stated in (Hildmann et al., 2010), the shortcomings of serious games are not
unknown to the field; one of the dominant noted drawbacks for serious games is the
lack of guidelines or means to assess and evaluate the performance of the player;
therefore efforts have been made to use the aforementioned formalism and mobile
devices to assess the progress of the player, both during game play as well as after
the game is finished. Previous/recent work has showcased the work done on the
game “Glasgow SoxWars”. The approach suggested here adheres to earlier work.
Both authors have been active in their fields long enough to be aware of bias
found in educationalists against new technologies when these are introduced in their
field of practice. The approach of digital games based learning is still suffering from
this bias as innovations are often immediately rejected by educational practitioners.
This reluctance can be traced to a number of (valid) core problems:
The authors believe that on many occasions a good idea is rejected or failing sim-
ply because it is applied too directly or without considerations for the environment
in which it is supposed to perform. Any digital or electronic device and programme
which is intended to aid in the instruction and/or assessment of social skills – as
in the example presented above – requires the expertise of a computer scientist and
many cycles of design and implementation. This has to be undertaken in close col-
laboration with the end user, namely teachers, social workers, educationalists and
the like to ensure the required functionality, usability and applicability.
6.5.2 Conclusion
We have outlined how the TACT approach can be used to extend the language
(propositional logic) used to formally state behaviour within a bounded context.
Due to this extension we can make statements regarding behaviour (within the well
defined terms of the game or exercise) that live up to the standards suggested by
experts in the field of psychology. These statements can be assembled and decon-
structed in an unambiguous manner, allowing for an interface within the game to
enable the social practitioner or researcher to define the behaviour of interest for
the game or the experiment; as well as being evaluated and assessed automatically.
Due to this we can claim that we have presented an outline of how to implement
a digital device based tool for educationalists to enrich their exercises and game
scenarios. We took a critical view on the applicability and usefulness of employing
digital devices in education and identified a number of issues and problems.
We agree that the design and implementation of digital or electronic tools has
to be undertaken in cooperation with the intended users. The technology has to be
a tool and as such one that is hand carved to meet the exact needs of the experts
expected to use them. The providers of these tools are not equals to the education-
alists in this decision process as their competence lies purely in the creation of the
tools. Computer scientists are experts when it comes to building and implementing
the tools, however, the educationalists are the ones with the know-how to decide on
which tools are needed, what they should do and exactly how they should work.
More research will be necessary on the practical applicability of such pro-
grammed devices. Field experiments with children and teen-agers in school-related
as well as in out of school settings – such as social clubs, trainings for troubled youth
or delinquents, and others – are equally possible as an evaluation of team trainings
or other educational programmes designed for adults. Assessment might focus on
which activities are most prone to profit from such devices and which same or others
are best feasible to be adopted for assessment of participant behaviour.
Independent of contents of a study, all research endeavours should be conducted
in cooperation of both fields of expertise, educationalists doing the ’real life base
work’ and computer scientists capable of designing and programming electronic
devices such as mobile phones or GPS-computers used in outdoor activities for
orienteering. Both groups of experts would have to be willing to cooperate in
such a joint venture and adapt their professional language to achieve successful
104 H. Hildmann and J. Hildmann
6.5.3 Resources
It was suggested to provide the interested reader with some recommended ref-
erences. The task of picking a few select books from the vast numbers that are
available is not a simple one and the following list should be understood as a mere
suggestion. The field of computer games and games design has grown so fast and
become so big that there are special books on almost all aspects of game design. The
interested reader would be well advised to consider a few books and consult online
versions first in order to identify the special area of interest. The reader is cautioned
that reading up on everything is impossible, a claim that is easily backed up by the
fact that there are full time MSc courses available for a variety of specialisations
within the field of computer game design.
An overview might be found in (Hartnell et al., 1985; McIntire, 1979), while
the reader interested in serious games could consult (Michael and Chen, 2005), but
any of the following is popular for one reason or the other (Bates, 2001, 2004;
Crawford, 2003; Pedersen, 2009; Rollings and Adams, 2003; Rouse and Ogden,
2005; Saltzman, 2000). For those amongst the reader that are interested in the arti-
ficial intelligence aspect of games, the lead author (who has himself a considerable
stake in this area, cf. (Hildmann, 2012) is happy to suggest the following books:
(Ahlquist and Novak, 2007; Bourg and Seemann, 2004; Charles, 2008; Floreano
and Mattiussi, 2008; Funge, 2004; Rabin, 2008; Schwab, 2004) (without claiming
to have read all of them cover to cover).
References
Ahlquist, J., Novak, J.: Game Development Essentials: Game Artificial Intelligence. Game
Development Essentials Series. Thomson/Delmar Learning (2007). ISBN 1418038571,
9781418038571. See http://books.google.com/books?id=6HcfAQAAIAAJ
Ajzen, I.: From Intentions to Actions: A Theory of Planned Behavior. In: Action Control: From
Cognition to Behavior (eds. Kuhl Julius, Beckmann Jurgen), pp. 11–39. Springer-Verlag,
Berlin, New York (1985)
Ajzen, I.: Constructing a Topb Questionnaire: Conceptual and Methodological Considerations.
(2002)
Bandura, A.: Behaviour theory and the models of man. Am. Psychol. 29, 859–869 (1974)
Bandura, A.: Self-efficacy: toward a unifying theory of behavioural change. Psychol. Rev. 84,
191–215 (1977)
Bates, B.: The Game Design: The Art and Business of Creating Games. Premier Press (2001).
ISBN 0761531653, 9780761531654
Bates, B., Bates, R.A.: Game Design, 2nd edn. Course Technology Press, Boston, MA, United
States (2004)
Binmore, K.: Game Theory. A Very Short Introduction. Oxford University Press, New York (2007)
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Chapter 7
Serious Games for Health and Safety Training
7.1 Introduction
Children do not learn to walk, talk or play football from a series of lectures. Instead,
they learn by getting immerse in the activity. Although current technology allows
the construction of immersive instructional environments for skill training, there are
cost reasons that, in many occasions, make them impracticable. Fortunately, this
cost can be ameliorated by using simulation technology to produce computer-based
products at a reasonable cost. One such product is serious games. Serious games
offer an engaging and innovative medium for delivering training to students who
are more comfortable with hands-on learning (Dickinson et al., 2011).
Serious games have been applied in a broad spectrum of application areas,
e.g. military, government, educational, corporate, and healthcare (Backlund et al.,
2007a). Another possible area of application of this kind of techniques is safety
training. According to the European Agency for Safety and Health at Work, “every
year, 5,720 people die in the European Union as a consequence of work-related acci-
dents, according to EUROSTAT figures. Besides that, the International Labor
Organization estimates that an additional 159,500 workers in the EU die every year
from occupational diseases. Taking both figures into consideration, it is estimated
that every three-and-a-half minutes somebody in the EU dies from work-related
causes”. Serious games constitute and alternative for safety training, and they are
becoming popular mainly because of their potential to allow learners to get involved
in scenarios that would not be feasible in a real world context because of cost, time
or safety reasons. Either on their own or as a supplement to other existing more
formal ways of safety training, serious games provide an opportunity to emphasize
safe behaviors in the workplace.
In this chapter, we focus on the application of serious games in safety training.
First, previous work on this topic is reviewed, and some existing serious games for
health and safety training are described. Then, we give a series of guidelines for
the design and evaluation of this type of computer applications. Next, technological
aspects are described. Finally, future trends are analyzed and conclusions from the
chapter are drawn.
Several applications of serious games for safety training have been reported.
Although space limitations do not make it possible to provide a complete review
of all these games, some relevant examples are presented in this section. These have
been organized around three major application areas: construction, public safety and
pedestrian safety. Some serious games outside these major areas are also presented.
Fatal injury rates in the construction industry are higher than in most other
industries. Falls from heights, trench collapses, scaffold accidents and electric
shocks are common hazards, some of which can be avoided by wearing ade-
quate personal protective equipment or by following proper safety procedures.
Construction safety training is thus an essential issue as a prevention mechanism,
to assure the safety of all people working in this industry. Serious games provide an
alternative to traditional training in this context and some efforts have already been
made in this direction.
As an initial investigation into applying edutainment in the construction trades,
Dickinson et al. (2011) have reported on a positive experience using a serious game
focused on teaching trench health and safety lessons. In this work, authors made a
significant effort to provide a realistic looking environment and a rich interactive
content to allow the student to establish intuitive relations between the contents of
the lesson and the situations where the knowledge can be applied. In this game,
students can freely move around a 3D environment as if they were walking; they
use the mouse to control their view point; and they can interact with objects in the
environment by clicking on them. To this end, a visible cursor provides information
on possible actions that the user can perform with each object. The training material
is structured around three scenarios that take place on a common simplified con-
struction site. Each of these scenarios has a different goal, and uses a storyline to
favor student engagement. In the first scenario the user must safely retrieve a tool-
box from the bottom of a trench, locating required tools and avoiding unsafe entry
points. In the second scenario, the student has to investigate the possible cause of
a trench collapse, considering inadequate storage of equipment, improper trench-
ing for soil conditions, weather conditions and surcharge. In the last scenario, the
student has to play the role of a supervisor and plan five trenches on the job site,
each with its soil type, obstacles and shoring requirements. An increasing level
of difficulty is associated with each scenario. In the first one, an avatar plays the
7 Serious Games for Health and Safety Training 109
role of a supervisor and warns the student when unsafe actions are carried out.
In the last scenario, students are not warned and serious injuries to an avatar that
represents a co-worker are possible. The game was implemented using Microsoft
XNA Game Studio 3.1 in the Microsoft Visual C# 2008 integrated development
environment.
Another serious game which is worth mentioning in the construction area is
Safety Inspector, that was been presented by Lin et al. (2011). In this game, the
student assumes the role of a safety inspector, and has to explore the jobsite to iden-
tify potential dangers in a limited amount of time. Successfully identified hazards
are awarded and illustrated with extended explanations on best practices, applica-
ble safety rules, and corrective actions. This game was programmed by using the
rendering, physics and animation features provided by the commercial game engine
Torque 3D. The assessment of the results revealed that students enjoyed the learning
process and showed a positive attitude towards using the game scoring as a way to
reflect their safety knowledge.
In this sector, it is quite common to display visible danger warnings or symbols
to warn the user about unsafe actions. Figure 7.1 shows an example of this type of
procedure.
Virtual reality has also been used to train children in pedestrian safety. In McComas
et al. (2002), a desktop virtual reality application to teach children to safely cross
intersections is evaluated. The objective of this study was to determine whether
virtual environments are appropriate for this purpose and to what extent the
safety learning transfers to real world. An experiment involving children from two
7 Serious Games for Health and Safety Training 111
schools (urban and suburban) was run. The results showed that, although improved
street-crossing behavior transferred to real world behavior in the suburban school
children, this was not the case in the urban school.
In this same direction, Liu (2006) presented a cartoon game design to educate
Chinese children on traffic safety. The game uses non player characters to guide the
game and explain the meaning of different traffic signs and safety regulations, by
using text and sound.
Yet another simulation game designed to transfer knowledge about safe
pedestrian behavior to school children has recently been reported in Ariffin et al.
(2010). The game presents users with a range of very commonly-encountered sit-
uations and pedestrian environments. In particular, three different scenarios were
developed, using color and realistic traffic sounds to help game engagement and
facilitate the acquisition of knowledge. At each scenario, the score is increased each
time the player accomplishes a task. When a player fails at completing the task, she
is re-directed to a tutorial that instructs the player on specific road safety measures.
and aims at citizens, rather than first responders such as firefighters. The game is
organized in levels of increasing difficulty. In each level, the player is presented with
a different fire emergency, and has to evacuate the building. To this end, the player
has to make use of the most appropriate procedures and avoid other inappropriate
actions (e.g. taking the elevator). Scores are calculated according to the time taken
to evacuate and the actions performed in the game.
A set of heuristics that can be used to carry out usability inspections of video
games has been presented by Pinell et al. (2008). These can also be used as design
guidelines:
• Provide visual representations that are easy to interpret and that minimize the
need for micromanagement.
• Level 1. Reactions. This level measures the reaction of participants to the train-
ing program, mainly in terms of learner’s satisfaction. Positive reactions are
not a guarantee for learning, but negative reactions usually impede learning
and should be considered to improve the learning program. Feedback question-
naires and informal comments from participants are common ways to extract the
information required at this stage.
• Level 2. Learning. In this level, the learner’s progress in skills, knowledge or
attitude is measured. Indeed, these are variables which are far more difficult and
laborious to measure that those at level 1. Possible approaches to evaluate these
aspects in the context of serious games are comparing knowledge before and after
playing the game (e.g. Bellotti et al., 2009), or using an experimental group that
plays the game and a control group that is taught by traditional methods (e.g.
Eagle and Barnes, 2009; Froschauer et al., 2010).
• Level 3. Transfer. At this level, we try to evaluate to what extent the knowl-
edge and skills acquired through the training program are used in the learner’s
everyday activities. This information can be obtained by e.g. on-the-job observa-
tions or reports from peers, customers or the participant’s manager. This level is
especially relevant at serious games for safety training.
• Level 4. Results. In this level, assessment focuses on business results. Financial
reports or quality inspections may be used to analyze the impact of training in the
business’ objectives. In the case of serious games for safety training, an objective
measure of success is usually a reduction in the number of work related accidents.
Although level 4 results are perhaps the most relevant ones, these are sustained
by all three other inferior levels. This implies that to achieve the desired results
at this level it is necessary to ensure that the other levels have been appropri-
ately covered. A boring game may cause negative reactions and not engage the
114 R.J. Martínez-Durá et al.
player, making her adopt a passive attitude that hinders learning. On the other
side, an attractive and enjoyable game may encourage a positive player’s attitude
towards learning. In a similar way, a game design which focuses on provid-
ing large amounts of information may fail at level 3 and not have the desired
effects. On the contrary, a game design that includes typical scenarios at the work-
place may reinforce learning by association and benefit knowledge transfer at this
level.
In some sense, serious games for safety training need to focus not only on the
contents that should be taught but also on raising the worker’s awareness about
safety rules and regulations.
Nowadays, gaming goes through providing the user with graphical representation
of the gaming scenario. Current technologies allow the creation of a virtual envi-
ronment which is a 3D geometrical description of such a scenario, which can be
navigated and modified in some ways.
• Generic elements. There exist some elements which are common to many virtual
environments across various application areas, such as the terrain or the sky.
• Typical components in a certain area. These are elements which commonly
appear in certain types of applications, such as scaffolding elements in safety
training applications for the construction sector.
• Other application-specific components. Elements which are present in a single
application or a reduced set of applications.
The re-usability is very high for generic elements and hence important research
efforts have been made to produce both efficient and realistic modeling approaches.
Techniques such as the so called skybox consist of enclosing the scene within a
cube, and using cube mapping to project the sky and other unreachable objects onto
the faces of the cube. Various methods for terrain representation have also been
developed (e.g., Pla-Castells et al., 2006).
These models can be built either procedurally (by means of algorithms) during
the rendering of the scene (Ebert, 2003) or using modeling, rendering and/or com-
positing software, such as Autodesk R
3D Studio Max R
. Models created by such
software can easily be exported to different formats which can be loaded by the 3D
programming libraries that are used for the development of the game. For exam-
ple, models created with Autodesk R
3D Studio MaxR
can be saved in the format
used by the scene-graph library OSG, which will be discussed later, using the osg-
Exp (Jensen, 2002) plugin. However, as digital assets have to be easily transported
through the content pipeline, from whatever digital content creation tool to whatever
runtime engine, the use of a intermediate format, like COLLADA is recommended.
license for PC, PlayStation3, and Wii. Its main features are: multi-threaded ren-
dering, 64-bit high dynamic range rendering pipeline with gamma correction,
dynamic composition and compilation of shaders, post-processing effects (ambi-
ent occlusion, motion blur, bloom, depth of field, tone mapping), artist-defined
materials, dynamic fluid surfaces, soft body physics, deformable geometries, tex-
ture streaming system for maintaining constant memory usage, particle physics
and skeletal animation. A development kit, named UDK (http://www.udk.com),
is available which covers the complete workflow of application development,
including scene edition, animation, and lighting preview.
• Cry Engine 3 (http://www.crytek.com/): It gives developers full control over their
multi-platform creations in real-time. It features many improved efficiency tools
to enable the fastest development of game environments and game-play avail-
able on PC, PlayStation R
3 and Xbox 360TM . Its main characteristics are: road
and river tools, vehicle creation, multi-core support, and multithreaded physics,
deferred lighting, facial animation editor, dynamic path finding, rope physics,
parametric skeletal animation and soft particle system.
• OpenSG is a scene graph system to create real time graphics programs, e.g. for
virtual reality applications. It is developed following Open Source principles,
it is LGPL licensed, and can be used freely. It runs on Microsoft Windows,
Linux, Solaris and Mac OS X and is based on OpenGL. Its main features are
advanced multithreading and clustering support (with sort-first and sort-last ren-
dering, amongst other techniques), although it is perfectly usable in a single
threaded single-system application as well.
simulate bumps, wrinkles or other effects on the object, and it does this by chang-
ing the brightness of the pixels according to a height map for the surface that needs
to be specified. Render to texture, also called texture baking, can be used to avoid
the application of shaders in real time and thus speed up the application. This tech-
nique consists of recording one or more views of a same surface and using it/them
at a later stage during program execution. This approach allows the programmer
to pre-compute (offline) textures with illumination or other complex effects which
require heavy processing. Although the technique is very useful to model static sce-
narios that will not change with time, it cannot be combined with dynamic lighting
techniques for changing objects in the scene.
At present, hardware solutions to achieve real time processing are also been used.
In particular specialized Graphics Processing Units (GPU) are commonly present in
most common video cards, and allow high speed processing of graphics data by
means of programming the five programmable stages (Vertex, Tessellation Control,
Tessellation Evaluation, Geometry, and Fragment). Beside the texture techniques,
many other effects can be also combined to get realistic graphics (Refractions, ani-
mated textures, realtime shadows), but they are out of the scope of the chapter. For a
reference, see the OpenGL specification. The last one, OpenGL 4.1 was announced
on 26 July 2010.
One of the key issues is the fidelity of the models. The use of a serious game to
make the workers aware of risks at work has a particularity: in most cases the player
is familiar with the real environment which is reproduced in the game. From that
experience, she already has a set of well-established skills and habits that she will
try to apply to the game. If the environment does not give responses very similar
to real ones this causes frustration and rejection in the user and provokes a feeling
that the experience is not true, thus reducing the degree of acceptance of the new
experiences. For this reason it is very important that the environment behaves in a
way that is realistic enough to make the user feel comfortable and familiar.
However, the deformation of reality is a tool that can also be exploited in order to
increase the quality of the experience and of learning. A very common technique in
animation and game development is the exaggeration of the deformation of objects,
to obtain a more dramatic effect. In the context of serious games for risk prevention,
the exaggeration of the effects of certain actions (in the form of accidents or damage
to objects) can be very beneficial to the goal of the game. Although this premise can
seem contradictory with the previous statement about realism, it is not; the key is
in using this technique in a selected set of situations. During the situations that
are less relevant for the goals of the game, realism is important, to make the user
confident and to create a believable situation. It is during the situations that cause
risk, or when the user performs an action that can have consequences to her health,
that these exaggerated dynamics are most adequate. As it is unlike that the user has
a large experience in such situations, a lack of realism will not be perceived as a
mistake of the game. In addition, an over-actuated behavior will help to make the
user aware of the consequences of her actions, and will reinforce learning.
Previous issues are directly related with the dynamic properties of the virtual
environment. There is an additional factor that, although it does not relate directly to
these properties, can affect the quality of the application. This factor is the efficiency
of the implementation of the physics and dynamic models in the game. The reason
is that models that take a long time to compute the evolution of the dynamics of the
environment can slow down the execution of the application, affecting the frame rate
of the graphics application. However, in many cases accurate models, coming from
specialized fields of engineering or physics, are computationally intensive. Thus,
the election of a model has to reach a trade-off between efficiency and realism or
accuracy.
Virtual actors, or Avatars, are a major element in most safety training appli-
cations, and are especially relevant in observation-based games (see Fig. 7.3).
Pre-recorded animations of avatars, using techniques such as motion capture, are
able to reproduce detailed and natural human movements (Van Welbergen et al.,
2010).
Although avatars are usually represented by polyhedral models or meshes, real-
time animation requires a small number of polygons and specific data structures to
accelerate the computing process (Kalra et al., 1998). Hence, a skeleton approach
is generally used to control its movement. A skeleton is defined as an articulated
structure and it is composed of a hierarchy of segments which are connected through
joins. Different poses can be achieved by rotating the joins of the skeleton.
However, in interactive applications the use of pre-recorded animations alone is
not always sufficient. When the player gets in physical contact with other actors in
the virtual environment, it is very important that they behave in a feasible way.
For this reason the combination of physics based animations with pre-recorded
animations is an active research field (Ye et al., 2008; Van Welbergen et al., 2010).
Currently, most game engines include support for avatars e.g. cry engine, unreal
engine, havoc. They usually allow the programmer to control different parts of the
body, using either a muscle- or a bone-based model. Some of these also include
support for facial expressions, and even provide library functions to control the free
movement of hair and clothes. A good example of this is NaturalMotion (http://
www.naturalmotion.com), which includes an avatar control library called Euphoria.
From a player’s perspective, this feedback contributes to avoiding the same mis-
takes in future games. From a designer’s perspective, the reports can also be used to
determine the educational effectiveness of each task. For example, activities which
repeatedly produced empty reports may be removed from the game, or others which
do not achieve their instructional objective may be scheduled for improvement.
Hence, evaluation modules and automatic report generators are essential com-
ponents in instructional games. The former calculate relevant statistics from
the user activity in the session. The latter aims at producing a final document
that summarizes the results achieved. To this end, a number of parameters and
122 R.J. Martínez-Durá et al.
performance information are stored during the simulation process e.g. the time
required to complete the activities, the number of collision hits, and the objectives
achieved. At the end of the session, all these data are summarized under a num-
ber of appropriate variables, and processed to obtain predefined metrics. A popular
technique is to use XML files to store the data generated by the evaluation module,
and a Stylesheet Transformation Language (XSLT) to convert the XML data into a
final report. Chart libraries or command-line plotting programs can also be used to
include graphs that facilitate the evaluation of the operator’s skills e.g. ChartDirector
(http://www.advsofteng.com), Gnuplot (http://www.gnuplot.info).
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Chapter 8
Augmenting Initiative Game Worlds
with Mobile Digital Devices
8.1 Introduction
In a book dedicated to electronic device based games, this chapter might at first
glance appear exotic or even out of place. For the games described on these pages
traditionally decline the use of electronic equipment and are on the contrary based
on purely real life experiences and interactions. Upon closer inspection, however,
they do make use of a form of virtual reality and there are great chances for aug-
menting these game worlds by means of mobile digital devices in order to intensify
and personalise the learning experience as well as to monitor and evaluate the play-
ers’ progress. A number of parameters are discussed that need to be addressed by a
programme designed for this kind of blended learning. Furthermore, a procedure is
presented to evaluate its degree of effectiveness.
J. Hildmann (B)
Centrum für Erlebnispädagogik Volkersberg, Volkersberg, Germany
e-mail: [email protected]
Fig. 8.1 Totally different from rock climbing: group challenges in a high ropes cours
the variety is rich: Some initiative problems require complex arrays of material and
pre-built structures (up to entire high ropes courses). Others are no less intricate but
make do with merely everyday material and common locations. The first author,
being a trainer and train-the-trainer in this field, specialises on such SimpleThings
(Hildmann, 2008) – in order to make initiative games implementable to a wide range
of facilitators, not all of which can be expected to have access to large constructions
(logs, a 3 m high “escalation wall”) and other special equipment often used in the
field (Fig. 8.1).
In the last paragraph, we have used the term initiative game as well as task or
problem. These activities certainly do fulfill all aspects generally associated with
games and playing (e.g. (Hoppe, 2006)). However, in some contexts – for example
in a leadership skill workshop for high ranking managers – “playing” would be
an instruction strongly frowned upon. The same may be possible with a group of
teenagers who would deem it childish to “play games”. So, without any change
to the content or objectives of the activity, we have a subtle choice of labels to
make our players, participants or clients feel more at ease with what they are about
to do.
• Action/domain link: the learner’s actions must meaningfully affect the learner’s
ability to achieve the goal in the world
• Problem/learner link: the goal and world need to be of interest to the learner
• Active: the learner will have to make choices and explore the entailments of the
world
• Direct: the learner must act directly in the world
• Feedback: the world must react to the learner’s actions
• Affect: the world will address the learner’s emotional engagement through novelty
and humor.
The interested reader who wishes to get more information or examples of these
features is kindly referred to the classical literature on adventure initiative games
(Rohnke, 1989; Rohnke and Butler, 1995; Sonntag, 2002; Reiners, 2003; Gilsdorf
and Kistner, 2003).
Another essential principle of experiential education in general and initiative
games in particular is challenge by choice. Meant by this is the right of every person
which is involved in the exercise or game to decide to what degree he1 wants to
engage and face a challenge. On the one hand, this rule guarantees a sense of safety
and self control (“I don’t have to do anything here that I don’t wish to do”), while
at the same time it builds the training ground for self responsibility (“If you want
something to happen here and want to make some kind of progress, it is your own
responsibility to contribute as much as necessary to reach that goal”).
In teenagers, it can sometimes be observed that someone is trying to misuse this
right of self determination simply to avoid a potentially unpleasant situation (e.g.
outings in bad weather, carrying out conflicts, activities that might cause fear or a
felt loss of face and social status, being grouped up with ‘uncool’ class mates, etc.).
In order to prevent this, the alternative to participating must be as dull and uncool
as possible without appearing as a punishment. Sitting on a chair facing the group,
but not being allowed to make comments – helpful or not – or engage in any other
activity is a good example: in our experience few too-cool-for-this-childish-stuff-
teenagers will endure such treatment for longer than two minutes before asking
the trainer to be allowed to rejoin the game. And for all legitimate reasons to not
participate, some supporting function can easily be created for this person to be of
equal value and engagement level as the rest of their team.
Two examples:
1 The authors feel that the politically correct “he/she” will only impact the readability of the chapter
and have chosen to use the male version only.
128 J. Hildmann and H. Hildmann
adds the requirement to have a few group members blindfolded. Through this he
spontaneously created the new role of a ‘safety guard’, i.e. someone who has to
watch carefully that everybody is aware of all obstacles and nobody gets hurt.
This way, the girl can participate meaningfully in the group activity and is not
singled out.
2. An office team arrives for a team training at a high ropes course with one gen-
tleman declining to go anywhere above waist hight because of extreme fear of
height. In this case, the trainer can explain to the entire group, that the climbing
part of the challenge is no more important than the belay partner on the ground
(as well as other functioners helping in solving the task set for the team). So by
offering a new perspective on the equal value of different roles, the timid person
can turn his individual strengths and resources into a valuable asset for the team
effort instead of being reduced to one particular weakness.
Since the social dynamics within the group of players present a vital part in the
learning process, it is essential that the instructor draws as little attention upon him-
self as possible. Therefore, his interaction with the group and involvement in the
exercise should be strictly confined to the beginning, end and emergencies:
• Start of the game: The instructor gives all necessary information and safety
rules and provides answers to questions as they arise. Where applicable, he will
introduce the players into the frame story.
• During the game: He will be as invisible and unobtrusive as possible, merely
present to observe the process, guard safety rules and intervene in cases of
(physical or socio-emotional) emergency.
• After the game: The instructor resumes a central role by conducting the reflexion
and evaluation procedure of the learning outcome. Depending on the programme,
he will also initiate the transfer of the outcome and/or lead on to a new game or
other activity.
From the above, the eager computer scientist will be able to draw a lot of arguments
for the potential of using mobile devices. Especially the observation of the play-
ers and the maintaining of safety measurements can be greatly supported by such
devices. Before we make that case we will first have a closer look at the design and
creation of the game scenarios and exercise settings.
Fig. 8.2 Crossing a jungle and stealing a guarded diamond – two of countless virtual worlds in
adventure initiative games
of props. These props by themselves are not the important part of the exercise and
their use is normally kept to a minimum (due to cost and effort required to put these
real 3-d object into place).
It is also not uncommon for the instructor to assume a certain role in the game
world, within which he addresses the participants accordingly. This inclusion of
an autonomous intelligent agent into the scenario and story automatically engages
the players from the very beginning and often renders meta-instructions obsolete
(Fig. 8.2).
It has recently been shown that even the academic curriculum can be transported
via initiative games when they are adapted for regular school lessons (Hildmann,
130 J. Hildmann and H. Hildmann
2010; Hildmann and Hildmann, 2009b). To achieve this, the lesson content is used
to create the frame story to an initiative problem that has to be solved by the group
of students cooperatively.
For example, in a history lesson on castles, the students might be instructed in
groups to build desk size fortress from whatever material they find in the class
room. Afterwards, they have to give a “guided tour” around their castle for the other
groups, pointing out characteristic features such as crenelations or a keep. For fun’s
sake, an imaginary history on the building and its famous rulers may be added.
Alternatively, a room size fortress might be jointly built in the gym. In a second
phase, this will be used as stage for various role play scenarios illustrating castle life
(e.g. the pompous reception of a king, a joust or a battle with enemies attacking).
Also, standard initiative games can be connected to academic contents with
a similar effect. In this case, the choice, which game is selected is driven by
the attempt to provide interactive metaphors (Bacon, 1983; fur Erlebnispädagogik
Volkersberg, 2010). This means that the virtual game world and the problem it
presents to the players should be structurally as close as possible to the real world
situation the learning effect is intended for. This phenomenon is called isomorphism
(Bacon, 1983; fur Erlebnispädagogik Volkersberg, 2010) compare also (Reiners,
1995, 2003; Sonntag, 2002).
The study mentioned was conducted with eighth graders and covered the sub-
ject’s history, work life skills, art and physical education, but any age group and
school subject appears feasible in the authors’ view and experience (Fig. 8.3).
overview see (Rehm, 1999; Bieligk, 2005; Gass, 1993). However, the programmes
evaluated in these studies consist of a combination of outdoor activities, expeditions,
initiative games and other activities.
Regarding the effectiveness purely of adventure initiative games, the only empir-
ical findings known to the authors derive from the study mentioned above on the
combination with academic contents. The simple reason for this being that initia-
tive games are one tool among many from which the team trainer chooses to guide
the participants in reaching their goals, i.e. increasing and refining their social and
personal skills. Therefore, a study evaluating general programmes in experiential
education would be ill advised to explore only initiative games.
In the case of the school study, the author focused on initiative games in order to
provide concise parameters for the intervention and to present a tool that can easily
be adopted by teachers who do not have special qualifications in outdoor sports or
other complex activities, which most programmes require from the facilitator.
Games have been used to great success to train complex problem solving abili-
ties and practical reasoning skills. When used appropriately, they can significantly
reduce the training time as well as the demands put on the instructor. Since games
are generally an enjoyable past time, they have the advantage of maintaining high
motivation levels in the learners. The act of rehearsing is something inherent to many
games and as such is experienced as a pleasant repetition and not a boring drill or
automaticity training. Due to this, it has been widely used for decades now by large
firms and companies to train their employees (für Erlebnispädagogik Volkersberg,
2010; Hildmann, 2010; Heckmair, 2008).
When investigating the aspects that are credited with making a gaming experi-
ence fun, many parallels are found with what researchers think makes for a good
learning experience (Gee, 2003; Tiotuico et al., 2008; Quinn, 2007). Findings from
the field of psychology indicate that the playing of games is an important factor in
the early development of children and young adults. The suggestion to use games
in the education sector is neither surprising nor new (Gilsdorf and Kistner, 2003;
Reiners, 2003; Hildmann, 2008; Sonntag, 2002).
It should be noted that the intuitive connection to educational institutions is
misleading as games based learning is heavily used in the industry both for
training and for selection purposes (Hildmann et al., 2010; Hildmann, 2010; für
Erlebnispädagogik Volkersberg, 2010; Heckmair, 2008).
132 J. Hildmann and H. Hildmann
8.4.1 Etymology
The young field of games based learning is still struggling to come to terms with
itself, with many researchers either being indifferent to a variety of labels slapped
on their work or, increasingly insisting on preferring one term over the other. In
the early years of (computer) games based learning, games, especially computer
games designed for the education sector (or at least containing educational content),
were called edutainment: a merger of the words education and entertainment. While
this term fit the intended meaning, it quickly lost its appeal to researchers because
the associations it invokes are not balanced between the two words it is derived
from. The aspect of entertainment, especially for negative connotations associated
with gaming, is seen by some as the antithesis of learning (Connolly et al., 2008),
was perceived as the dominant association. Due to this, the two terms games-based
learning (with or without hyphen) and serious games are preferred in the academic
literature today.
We refer to (Malone and Lepper, 1987) for a detailed account of the important
aspects of intrinsic motivation for the designer of educational (computer) games.
According to this, there are four individual as well as three interpersonal factors that
are the key aspects responsible for creating intrinsic motivation:
Challenge Cooperation
Fantasy Competition
Curiosity Recognition
Control
Incidentally, these factors also embody the cornerstones a good (i.e. popular) game,
irrespective of its educational qualities. For example, two comparative studies,
conducted in the years 2005 and 2007 have shown that challenge, curiosity and
cooperation consistently emerged as the most important motivations for playing
8 Augmenting Initiative Game Worlds with Mobile Digital Devices 133
computer games, making games suitable for use in higher education. For the full
report on these findings we refer the reader to (Connolly et al., 2007a, b). Generally
it is safe to say that the effect of (computer) games based learning has been
analysed from many different perspectives, both negative (aggression, violence or
gender stereotyping, e.g.) and positive (skills development, engagement, learning or
motivation, e.g.) (Connolly et al., 2008).
Besides aiming for important aspects of intrinsic motivation identified in the pre-
vious section, the game should strive to include as many as possible of the
fundamental principles of good games. There is an extensive body of literature that
tries to identify those principles; (Gee, 2003, 2004, 2005) singles out the following:
Due to limited space, these principles are explained only briefly below:
Further details and examples can be found in (Gee, 2003, 2004, 2005). Covering
these principles should be a mandatory exercise for every game designer with
educational intentions.
Having identified the fundamental principles of “good” serious games, we now turn
to the benefits of playing them. The skills and abilities these games promote are
given in Section 6.2.1. For a detailed discourse on these, the reader is referred
to (Healy, 2006). All of the listed key skills – and quite a few more – can also
be found in the range of classical objectives in initiative games and all of expe-
riential education, as explained above and in Hildmann (2010), the CEP seminars
(“Centrum” für Erlebnispädagogik Volkerberg, 2010; Reiners, 2003) or (Gilsdorf
and Kistner, 2003). Obviously, the extent to which these skills and abilities are exer-
cised depends on the game’s parameters (main goal, rules, player constellations,
etc.) and its implementation.
Therefore, it is an early task of the designer of serious games to formalise some
sort of preference over these skills as it is unlikely that all can be trained maximally
in a single game. This being said, the prototype games presented as illustration and
proof of concept in this chapter are primarily challenging the problem solving and
social skills of the player. In addition, analytical, logical and critical thinking are
required for best performance.
become an integral part of their life just as their ability to connect and communicate
from anywhere and with anyone has grown to be one of the main constructs of their
social and professional lives.
Perceptions
Internal States
Possible Behaviours
Available Behaviours
Autonomy
Chosen Behaviour
Fig. 8.4 Two Examples: Utility Tycoon and Tama, with an outline of the complex internal
behavioural model implemented for TAMA
Fig. 8.5 Learning target design, amendment and dynamics (left to right) of Utility Tycoon
of learning targets have been tested extensively and have been found to be compu-
tationally feasible. It has been tested with large test sets on older mobile phones.
8.5.1.2 Tama
The second image in Fig. 8.4 and all in Fig. 8.4 depict a virtual pet called Tama
which is not unlike the popular tamagotchies that were a hype in the 90 s. This
artificial creature was implemented as part of a project on the design of a virtual
pet to teach children positive moral values as well as ethics. Tama has a complex
behavioural model requiring non trivial amounts of computational power (Hildmann
et al., 2008b).
This application showcases the running of this neural network like behavioural
model. This computationally expensive application was simulated running multiple
incarnations of the model at the same time while performing well within the upper
8 Augmenting Initiative Game Worlds with Mobile Digital Devices 137
bounds. For more detailed information the reader is referred to (Hildmann et al.,
2008b, 2009, 2010) and (Hildmann et al., 2008a).
Members of the young generation that attends schools and universities today are
used to carrying a mobile device with them at all times; and for many, their mobile
phone is no longer the only such “toy” they own. In addition to this pervasive nature
of the technology, today’s students have access to devices that are powerful enough
to run computationally expensive applications on them. Most contemporary mobile
phones can easily outperform any computer on which the 70 s generation played
their first games (e.g. Commodore64, Amiga, and Atari). Due to this, we agree with
(Motiwalla, 2007) and argue that mobile phones are the ideal platform for the games
we have in mind, i.e. for games designed to deliver educational contents.
Like major operating systems, almost all phones come with some simple games
pre-installed (e.g. Solitaire, Minesweeper, Snakes) which have become very pop-
ular amongst the users. One reason for this fascination is the fact that they are
easily understood and designed such that they can be played and paused at any
time. Over the last few decades, computer games have steadily replaced more tra-
ditional games in the leisure activities sector. In 2007, the Entertainment Software
Association reported that “US computer and video game software sales grew six
percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996”
(Hildmann and Hirsch, 2008).
These numbers are supported by the fact that major console producers (e.g.
Nintendo) as well as mobile phone producers (e.g. Nokia) have started to produce
mobile gaming devices. There is certainly a trend in the industry to create a market
for games specifically conceived and designed to be run on mobile devices.
Much has been said recently regarding the use of “new” technologies in social
contexts. As the terms used are often ambiguous or at least used with different ref-
erences in mind there are a variety of opinions and contradicting stances on the use
of immersive technologies and so called “augmented” reality. Some believe that, as
part of our natural (for the lack of a better word) evolution/progress, and in order
to “to overcome our senses’ temporal limitations, we must be able to store and pre-
serve what we perceive as well as access it later” (Schmidt et al., 2011) and go
as far as predicting that “by the middle of this century, the boundaries between
direct and remote perception will become blurred” more traditional views caution
against the use of technology in general and emphasise the importance of low tech
approaches. While advocates of the high tech approach concede the point that “[. . .]
138 J. Hildmann and H. Hildmann
learning is: to support the learning experience and outcome. During the entire pro-
cess of designing, testing and finally applying such a digitally enhanced initiative
game, each step and new adaptation must be scrutinised in respect to whether it
actually speeds up, channels or intensifies the pursuit of the educational goals or
whether the introduction of a new feature or even the technical device in general
is starting to distract energy and attention from the goals, thereby acting counter
productive.
This could be the case in an overly complex navigation or if simple add-ons such
as a title melody or intro video is so entertaining, that the players procrastinate or
even interrupt the actual game progression in order to enjoy this – from an edu-
cational point of view unnecessary – feature again and again. It will be the main
objective of the evaluation process for such a game (see below) to filter out such
distractions.
From the lead author’s background in experiential education settings, we encour-
age that such a new type of initiative game should be designed in a way that it can
serve a variety of application fields, for example:
To be able to serve this wide range of applications, the programme will need to
include a number of options the facilitator can chose from to customise the game.
• A number of frame stories can be selected to suit the participants age and back-
ground. Some examples: a pirate treasure hunt, cracking a secret code to stop a
time bomb, creating a medical potion to prevent a virus pandemic, or a fantasy or
science fiction setting that might even include costumes and make-up.
• Experience in team work and the level of reflective thinking vary greatly between,
say, a class of eighth grade students versus an established team of profession-
als in a business firm. Therefore, the game needs to be able to run on different
levels of complexity (e.g. total number of points gathered, jokers or help desk
functions, introduction of stress factors such as time pressure or communication
gaps). These might be pre-selected by the facilitator but also need to be influenced
process-oriented during the game by the scenario master.
• Although competition is not generally encouraged in experiential education, there
are activities that deliberately instruct teams to compete in order to intensify the
need for effective cooperation within those teams. This option should also be
given in the game design by being able to choose either a number of teams for a
competitive setting or one single team with a non-competitive task.
• A feature not yet decided upon is the high score, which is a classical part of digital
games. While the high score is an incentive for players to play the game and
compete against total strangers, neither of which is an objective in this project.
140 J. Hildmann and H. Hildmann
The facilitators will need to know the programme and its features in all details to be
able to
• pre-select the framework parameters best suited for the group at hand.
• use all adjustable parameters available during the game (e.g. regarding level of
difficulty).
• conduct the game or scenario master’s interventions stringently and goal-
oriented.
• monitor closely the progress of the players – information valuable for the
following reflection and transfer of the learning outcome.
One further aspect is that the general navigation and the use of applications must be
simple enough that even persons with a less than average talent for technical devices
are not hindered but intrigued by it.
Table 8.1 Examples for cell phone functions and their possible uses in an initiative game
run all applications of the programme, thereby creating a disadvantage and distur-
bance factor for this player. It must also be expected that persons attend the session
which do not possess an apt device or have forgotten to bring it along. Therefore,
there must be a back-up plan, also in case a device displays malfunctions, breaks,
runs low on energy, or is too fragile for the owner to be willing to use it in an outdoor
setting with possibly wet weather conditions.
We therefore encourage the facilitator to acquire a set of identical mobile phones
to ensure that all devices used in the session are
The authors regard this as the only way to guarantee that the pre-phase of the real
game session is kept as short as possible and can be cut into a routine, with handing
out the devices and a quick run through of the navigation and all necessary functions
of the programme, before the participants get started into the actual game. It is even
conceivable that the user instructions are integrated into the frame story, say my
means of a power point demo, a dressed up role play intro of the game master, e.g.
A note of caution: While there is increasing evidence in the literature for the
availability of the required functionalities (across the board) through claims in the
tone of “[. . .] smart phones often have extra hardware, like cameras, GPS and
compass, built in” (Brooker et al., 2010) and through statements like “Currently-
developed prototype systems present unusual, fascinating aspects, enabling real-
world screen shots to identified by name or providing relevant information by
142 J. Hildmann and H. Hildmann
Fig. 8.6 The wise manitou and her bison. Dress-up intros by the game master(s) are highly
engaging and fun for kids as well as adults
directing a mobile device towards a target.” (Lee et al., 2009), the critical investiga-
tor will find that optimistic claims like e.g. “With their GPS speed and accelerometer
motion sensor, they can be used to monitor activity levels for health applications.”
(Longstaff et al., 2010) are discredited by the critics stating that e.g. “The GPS in
your smartphone can tell you in the best case where you are within 1 – 10 m, but in a
city with tall buildings, the accuracy can drop to 40 m because the device can’t ‘see’
enough GPS satellites for a reasonably accurate position fix” (Bogdanowicz, 2011).
This highlights the importance of verifying whether the application considered for
purchase can actually provide the required functionality in the location where it is
going to be used and under all conditions it will be subjected to during an exercise.
The authors are currently designing an outdoor initiative game augmented by mobile
digital devices as described above. No empirical data on its success can be provided
at this point of time, but a thorough evaluation procedure is included in the project
design in a manner we generally recommend for assessing this kind of blended
learning project.
8 Augmenting Initiative Game Worlds with Mobile Digital Devices 143
A first test run will be carried out with a group of experienced trainers in out-
door and experiential education, in our case recruited from the staff of the CEP
Centrum für Erlebnispädagogik Volkersberg (Centre for Experiential Education,
Bavaria, Germany). They will take the roll of regular participants in a professional
team training and not have any prior insight into the programme or game. They will
receive the device navigation and general playing instructions just like a real client
group would. After the face to face game session and an in role evaluation of the
learning outcome and transfer value for the “clients”, they will be asked to switch
roles and make use of their professional expertise to offer critical feedback on tech-
nical, practical and educational aspects of the digital construct and the entire game.
After incorporating this feedback and adjusting the original programme and game
design, a second test run will be conducted. This time, a real client group will be
asked to take part in a newly developed intervention method of blended learning.
Great consideration will be given to the choice of group, since it should represent
well the field of future implementation (see above). After the team related evaluation
and transfer activities, the participants will be asked for their opinion and feedback
on the game in regard to usability, effectiveness, and measure of enjoyability.
8.7 Conclusion
In the designing as well as the application process, a number of technical and edu-
cational considerations have to be made. Most crucially, it must not be forgotten
that such a blended learning project is not intended to please the technology crazed
youth and their appetite for new gadgets or to impress with special effects and appli-
cations, but purely to augment the learning and training effect for the participants.
Therefore, the devices must at all times be regarded merely as a means to serve an
end, the handling has to be kept as simple as possible and each function needs to
be scrutinised whether it serves the purpose or instead adds unnecessary complexity
and distracts attention rather than channel it.
144 J. Hildmann and H. Hildmann
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Part III
Custom-Made Games and Case Studies
Chapter 9
Enhancing Learning in Distributed Virtual
Worlds through Touch: A Browser-based
Architecture for Haptic Interaction
9.1 Introduction
S. Arnab (B)
Serious Games Institute, Coventry University, Coventry, UK
e-mail: [email protected]
rather than pedagogy (Shams and Seitz, 2008). Multimodal interfaces can cre-
ate more immersive experience by stimulating various perceptions in a virtual
environment (Chalmer et al., 2009).
In support for such pedagogic perspectives, this chapter aims to explore a mul-
timodal approach to learning paying close scrutiny to the deployment of tactile
capability in a virtual learning environment towards narrowing the gap between
virtual and real spaces.
This chapter reviews the pedagogy and learning styles that influence the need for
tactile stimuli in a multisensory learning environment. The use of haptic technology
is explored to provide insights into the current trends and future work within this
domain. This chapter also reports on the deployment of tactile capability as a part
of the Roma Nova project at the Serious Games Institute, UK.
interactive learning, the exploratory model aims to provide learning designers with
better tools for exploiting three-dimensional VEs. Of particular relevance in this
case is the merging of tactile interactions into a broader pedagogic toolkit for tutors.
Learning in the exploratory model is choreographed, rather than designed, with the
potential to include a myriad of sensory components from touch to smell, taste to
vision and hearing. Game design and experience design therefore are not simply
aspects of the reflective cycle of experience, but active design tools and components
of experience design, leading to wider possibilities about how virtual spaces can be
designed and interacted with, towards a seamless transition between physical and
virtual spaces. Exploration in this sense then is a design component that facilitates
learning in different ways. Here we consider the role of tactile interfaces within
the multisensory approach, and in particular the use of haptics to reinforce learning
outcomes that are derived, rather than posited.
may enhance the teaching of sensorimotor skills essential in surgery. The potential
of such devices has been reported in literatures on training demonstrating a wide
range of virtual applications from surgical simulators to train surgeons in perform-
ing surgeries in virtual environments (Dawson et al., 2000; Satava, 2001; Lieu et al.,
2003; Laycock and Day, 2003) to breast simulator towards raising awareness of the
importance of breast assessment (Arnab and Raja, 2008; Arnab et al., 2008; Solanki
and Raja, 2010).
Furthermore, haptic devices have the potential to replicate real experiences. For
instance, studies carried out by Chial et al. (2002) and Greenish et al. (2002) demon-
strated that the performance in real and virtual experiment, such as the cutting of
tissues was similar. When haptic feedback is available during the exploration of
three-dimensional objects, studies have shown that individuals develop more three-
dimensional understandings similar to real experiences compared to when only
visual feedback is available (Jones et al., 2003, 2005). Newell et al. (2001) reported
that tactile interaction may increase understanding of the physical characteristic of
objects in a virtual world, where there was a preference for tactile/haptic explo-
ration of every single side of three dimensional objects including surfaces hidden
from view whereas visually there is a preference for exploring only the visible parts
of objects. Minogue and Jones (2006) conclude from existing literature that hap-
tic interaction and feedback is superior to visual responses towards the perception
of properties such as texture and microspatial properties of pattern, compliance,
elasticity and viscosity.
There is indeed a great potential for tactile stimuli to be introduced in a virtual
learning environment. Bialeschki (2007) discussed a potential framework for the
use of haptic devices in a classroom setting in support for research and development
that promotes experiential education. This framework encompasses the concepts of
relevance, relationships, and real (authenticity). In conjunction with the concept of
“presence” in a virtual context, this theoretical framework serves as a motivation to
explore the implementation of haptics (Bialeschki, 2007; Gillenwater et al., 2007)
to support the teaching and learning of a subject matter that requires a “hands-on”
approach within a classroom setting.
Learning concepts about a subject matter that lies beyond immediate reach and
understanding is a challenging task, requiring increasing scaffolding and guidance
as subject matter becomes increasingly abstracted from everyday experience. As a
particular example, learning ancient history within the context of cultural heritage
is traditionally dependent upon intangible and text-based narratives, often accom-
panied by illustrations and historical facts. To promote better engagement with the
learning process and absorption of information, complete involvement of learners
in their learning environment is essential to narrow the gap between these abstract
concepts and real experiences, towards substantiating reflection, conceptualization
and application without the need for extensive learner scaffolding.
154 S. Arnab et al.
Virtual Gettysburg (Recker, 2007), present users with virtual recreation of ancient
artefacts as well as events such as a battle in a computer-generated scene, which
allow users to move around and observe from any angle or location. First-hand
interaction with artefacts is however not advocated by these environments.
In conjunction with the multimodal approach, the stimulation of tactile
perception is very useful in cultural applications, where ancient artefacts are mostly
beyond reach in a physical world (Bergamasco et al., 2002; Dettori et al., 2003;
Brewster, 2005). There is a collection of cultural heritage institutions that have
already embraced haptic technology. For instance, The Museum of Pure Form
(Frisoli, 2004) allows visitors to interact with 3D art forms and explore the
museum via stereo vision and tactile stimuli when interacting with virtual sculp-
tures. Figueroa et al. (2009) demonstrated a similar multimodal platform based on
the Gold Museum in Bogota, where commercial devices were integrated in order
to allow visitors to see in stereo, hear, and touch replicas of small objects. Rare art
pieces can be “touched” in the Interactive Art Museum (Brewster, 2001). The visu-
ally impaired may also be empowered, where sight is no longer the only necessary
sensory means to appreciate artwork or a virtual space in general (Kaklanis et al.,
2009).
However, the deployed technologies are restricted to specific audience and
location due to their sophistication, complexity and cost. Some evaluation tasks such
as for the Gold Museum (Figueroa et al., 2009) confirmed the interest of using this
technology in real-world setups, although there are deployment and usability issues
with regards to the general public. To reach a wide demographic, a more accessible
media is crucial. Web and mobile platforms are common assets of most households
in Britain and may allow beneficiaries in dispersed locations to be supported. For
instance, some 73 per cent of UK households have Internet access in 2010 (OFNS,
2010).
Modern cultural heritage exhibitions have evolved from static exhibitions to
dynamic and challenging multimedia explorations (White et al., 2008). The main
factor for this has been the domination of the web technologies, which allows
cultural heritage institutions and other heritage exhibitions to be presented and pro-
moted online. VEs for cultural heritage can offer much more than what many current
cultural heritage institution web sites offer, i.e. a catalogue of pictures and text in a
web browser. White et al. (2008) introduced a new level of multimodal experience
by implementing an augmented-reality platform for cultural heritage on a web. This
platform allows users to not only view and interact with web-based cultural artefacts
but to also experience a mixed reality visualisation of the artefacts. By using special
markers, a webcam and possibly a mixed-reality eyewear, virtual artefacts can be
viewed in a real-environment.
To support tactile perception on a web platform, the network architectures needed
to add haptic capability to the human computer interface have to be explored.
Applications, such as The Hanoi Game and Pool Game implemented a simple
haptic interface over the web, which demonstrate a possibility of encouraging a
first-hand learning experience over the web compared to a more encyclopaedic
approach (Ruffaldi et al., 2006). However, the development of these applications
is more technology-led rather than pedagogically-driven.
156 S. Arnab et al.
first level aims to populate the characters with authentic crowd in order to increase
the immersion of the player. Characters located in closer surrounding of the player
belong to the interaction level. Finally, a character inside the dialogue level interacts
with the player in a natural way, ultimately using speech recognition and synthesis.
All the NPCs by default belong to the background level, but as the player moves
in the environment and they happen to get closer or away from the player and thus
enter or exit the interaction or dialogue levels.
This approach can be extended to define the relationship between the players
and the artefacts. Tactile interaction can be allowed within the dialogue level, indi-
cating the potential to reduce processes required to support both visual and tactile
feedbacks. A diagram that illustrates interaction and visualization technologies
employed in the multimodal mixed reality system is shown in Fig. 9.4. The system
comprises of:
• The Interaction layer to support various interaction modes that can be grouped in
three categories: Brain-Computer Interaction (BCI), Natural Speech Interaction
and interaction with haptic devices.
• The Middleware Communication layer (MCL), an interactive framework, to
support data sharing between distinct sets of devices
• The Visualization layer to support different game and visualization engines such
as Unity, X3D and TV3D
The existing role-play game prototype for ancient Rome allows users/learners/
players to explore the virtual space and interact with the virtual agent in order to
learn about history, politics and geography. Incorporating tactile interaction with
the surrounding artefacts will essentially enrich learning experience and enhance
understanding of ancient artefacts.
158 S. Arnab et al.
(a) (b)
Fig. 9.7 (a) The Novint Falcon and the (b) interaction with an artefact
(a) (b)
Fig. 9.8 (a) Navigating the scene and (b) touching an artefact with a haptic cursor
(a) (b)
Fig. 9.9 Haptic interaction (hand cursor) with a soft artefact: (a) ready to touch (b) visual and
haptic feedback upon interaction
where learners can experience tactile feedback from real-time interactions with
ancient artefacts over the web using a Novint Falcon device. To optimise the learning
environment, the platform architecture has to be set up on the client’s machine as a
downloadable installer that encapsulates the required components. The runtime pro-
cessing, such as rendering, is thus delegated to the client. The web content including
the haptic-enabled visualisation may reside at the server side.
9 Enhancing Learning in Distributed Virtual Worlds through Touch: . . . 163
The prototype has demonstrated the feasibility of stimulating tactile interaction and
perception within a virtual environment, and the potential of promoting experien-
tial and exploratory learning to complement existing class-room, encyclopaedic and
e-learning approaches. The haptic-enabled web-browser can be used to extend the
level of engagement in learning from observation and conceptualization to a more
concrete experience via active experimentation.
However, several limitations exist with the current development, which will
prove import`ant areas for further research and development. Firstly, the scene
development is dictated by the complexity of the Rome Reborn model, which
requires high conversion time into equivalent X3D scene graphs.
Even though the levels of detail of the geometries have been reduced, particularly
for background artefacts to simplify the conversion process, the huge number of
artefacts dictates an extensive amount of time be required to define haptic properties
for the artefacts within the scene. In tandem with the aims of experiential learning,
it is more practical to assume that a user/player/learner will only closely examine
a selected number of artefacts relevant to the learning objectives, though such lim-
itations and preconceptions of learner behaviour limit the capacity for exploratory
learning.
164 S. Arnab et al.
Further work will include identifying the relevant artefacts that will enrich
learner’s experience within the virtual ancient world through evaluations in schools.
This implies that only a selected number of artefacts will provide any tactile
feedbacks upon interaction.
Secondly, challenges exist in providing high levels of realism, in terms of both
visual and tactile fidelity, for deformable objects. Existing work such as Arnab and
Raja (2008) can be adopted to address these concerns through an increase in realism
and accuracy in object behaviour upon interaction.
Thirdly, there are also possible latency and bandwidth issues when attempt-
ing to provide real-time high quality graphics to non-broadband users; however,
this can be addressed by providing an option to download virtual scenes for local
interaction.
9.5 Conclusions
In support for the emergence of a learner demographic who migrates rapidly
between different technologies, it is essential to capitalise on the use of technologies
in learning to engage and to increase receptiveness. Therefore, in order to replicate
real learning experiences, a multisensory platform for learning can be more effective
than similar unisensory training paradigms. However, much of the multimodality
literature tends to overlook the tactile stimuli and is instead subjected by research
and development using stimuli in the auditory and visual modalities. However, the
underpinnings of this existing research may provide a framework for investigat-
ing the impact of haptics in teaching and learning. Some indirect evidence of how
haptics may improve learning can be seen in various domains such as in medical
education and military training. Moreover, the study of haptics has grown signif-
icantly with the advances in the experimentation and implementation of touch in
computing, as many researchers are involved in the development, testing, refinement
and application of tactile and force feedback devices in other domains.
This chapter has described an innovative approach in introducing tactile per-
ception in learning over the web, seeking to reach a wider demography in a
cost-effective way. By employing both visual and tactile perceptions in a vir-
tual learning environment, a “first-hand” learning experience may be advocated.
This development complements the existing Roma Nova project on cultural her-
itage, which has demonstrated the potential of stimulating tactile perception to
complement the visual representation of the subject matter. Future research and
development work has been discussed. Other further work will include extending the
existing multimodal game-based learning framework with the haptic-enabled web
environment. The evaluation of the level of engagement, motivation and cognitive
benefit of the proposed learning platform will also be explored.
By making available a whole new category of sensations on a web platform,
haptic technology will open up various possibilities for developers and researchers
of pedagogy and technology driven intervention in learning, including game-based
learning approaches and pedagogies.
9 Enhancing Learning in Distributed Virtual Worlds through Touch: . . . 165
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Chapter 10
Operation ARIES!: A Serious Game
for Teaching Scientific Inquiry
Keith Millis, Carol Forsyth, Heather Butler, Patty Wallace, Arthur Graesser,
and Diane Halpern
Operation ARIES! is a serious game that teaches critical thinking about scientific
inquiry. The player must help to identify aliens on Earth who are intentionally pub-
lishing bad research. The game combines aspects of video games and intelligent
tutors in which the player holds conversations with animated agents using natural
language. The player first takes a training course with a virtual trainee, followed by
a module in which the player identifies flaws in research cases. In the third and final
module, the player interviews suspected alien scientists on their research. Operation
ARIES! is designed for high school seniors and adults. This chapter describes the
game, learning principles in which it was based, and evidence that it increases
learning.
There is a long history of science fiction novels and movies that feature aliens from
other worlds conquering our planet, either overtly as in The War of the Worlds, or
covertly as in The Arrival. Aliens have also infiltrated video games, starting with
Space Invaders, and more recently with Aliens vs. Predator. Extraterrestrials have
also appeared in educational games and related learning experiences. For example,
in Alien Games, girls and boys create a video game within an alien theme teaching
principles of outer space (Heeter et al., 2007). Indeed, the idea of aliens taking over
Earth is hardly a new idea.
Aliens have recently made their appearance in a serious game called Operation
ARIES! In this game, players learn how to critically evaluate research that they
encounter in various media, such as the Web, TV, magazines and newspapers.
ARIES is an acronym for Acquiring Research Investigative and Evaluative Skills.
The game focuses on teaching critical thinking and scientific reasoning within scien-
tific inquiry (the “how” of science). In particular, it teaches how to critically evaluate
K. Millis (B)
Department of Psychology, Northern Illinois University, DeKalb, IL 60115, USA
e-mail: [email protected]
aspects of scientific investigations (e.g., the need for control groups, adequate
samples of observations, operational definitions, etc.) and how to ask appropri-
ate questions in order to uncover problems with design or interpretation. Scientific
inquiry is crucial because it comprises the necessary steps of “science as process,”
the steps that scientists follow in establishing and critiquing causal claims (NSES,
1996).
Scientific inquiry is a crucial aspect of being an informed citizen living in the
“information age”. The public is constantly being exposed to causal claims made
by scientists, advertisers, coworkers, friends, and the press via a variety of media
(blogs, TV, Web, print, word of mouth). Of course, some of the claims have rel-
atively solid scientific evidence for support, whereas others do not. In some cases,
the research is well executed, but the interpretation or conclusion drawn by the press
is inappropriate, as in the case of a headline that makes a causal claim that “wine
lowers heart attack risk in women,” based on a correlational design which does not
support a cause-effect interpretation (“Wine Lowers Heart Attack Risk in Women,”
2007).
In other cases, a claim is unfounded because the design of the study itself is
flawed. For example, in one “experiment” aired on American TV, reporters secretly
recorded a carload of teenage drivers. The footage shows them carelessly driv-
ing through stop signs while laughing and joking with each other. The conclusion
made by the newscaster is that teenagers are too immature to drive, and the legal
age limit for awarding driving licenses should be increased. To the trained eye,
however, this was a poor experiment – in fact, it was not an experiment at all.
There was no comparison group of older drivers, no mention of confounds (driv-
ing errors could solely decrease with the amount of driving experience rather than
the age of the driver), and there was a small sample size. Undoubtedly, this “exper-
iment” led to many scared parents lecturing their kids into deeper teenage angst.
Unfortunately, more serious consequences than unhappy teenagers can arise from
careless thinking about science. According to the U.S. National Institute of Health
(NIH), around four million U.S. adults and one million U.S. children used home-
opathy and other alternative medicines in 2006, despite research showing little or
no effectiveness beyond placebo effects (National Center for Comtemporary and
Alternative Medicine, undated). In some instances, people suffer or die from rely-
ing on treatments that they believe to be valid despite evidence that they are not.
Knowing and applying scientific inquiry skills can literally save lives.
So, how can aliens help learners acquire scientific inquiry skills? Operation
ARIES! is an adventure game in which intelligent tutoring technology is combined
with video game attributes. In the game, alien creatures called “Fuaths” from the
Aries constellation are secretly publishing flawed research in various media outlets.
By extensively publishing flawed research, they hope to confuse Earth’s inhabitants
about the proper use of the scientific method. By doing so, humans would not be
able achieve inter-galactic space travel, which would seriously hurt their economy.
They are also surreptitiously stealing Earth’s valuable resources of water, plants,
and oil to help rebuild their home world Thoth. Unfortunately for humans, Fuaths
have the ability to look and act human, so catching them is not an easy task.
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 171
This is the player’s primary objective of Operation ARIES!: the Federal Bureau of
Science (FBS) has recruited the player to become a secret agent in the battle against
the Fuaths. The player’s mission is to be able to spot flawed research that would
then lead the FBS to be able to find and arrest the alien authors. Its target audience
includes high school seniors, college students, and members of the military and the
interested public.
This chapter describes Operation ARIES!, with a primary focus on how the
game’s design incorporates various principles of learning found in cognitive psy-
chology and the learning sciences. The game contains three modules (or levels):
Training, Case Studies, and Interrogation. In the training module, players read an
eBook accompanied by multiple choice questions and tutorial conversations. In the
case studies module, players apply what they learned in the training module to real-
istic examples of flawed research. Lastly, in the interrogation module, players learn
to ask scientists pointed questions about their research and learn how to evaluate
their answers. The storyline is advanced by emails, dialogs, and videos which are
interspersed among the learning activities according to a set script. It begins with
the player joining the FBS as an agent-in-training and concludes with the player
helping to save the world.
Operation ARIES! is unique in its attempt to help students learn how to critically
evaluate research descriptions in the world of digital games and learning environ-
ments Most digital environments teach scientific literacy or scientific concepts in
only one discipline (e.g., environmental science) and typically with didactic con-
tent to be read rather than to be applied to solve problems. Some explicitly target
scientific inquiry, such as WISE (web-based inquiry science environment) at the
University of California, Berkeley (Linn et al., 2004), but very few have a feel of
a game. One is River City, a multi-user virtual environment in which players go
back to an authentic nineteenth century U.S. town near a river (Ketelhut, 2007).
Players work in teams trying to understand why the residents are becoming ill.
Players pose hypotheses, perform controlled experiments, interview residents, and
make recommendations based on their experiments. River City has a feel of a seri-
ous game because the interface allows the user to be represented as avatars in a 3D
world, interact with digital artifacts and virtual agents, and communicate with each
other. And no digital environment that we know of teaches students how to critically
evaluate published scientific reports.
Below we list and describe several learning principles, design features, and gaming
characteristics that have been implemented into Operation ARIES! Most of these
principles are related to one another, and other principles have been implemented
but are beyond the scope of this chapter (e.g., reflection, spacing effects, authen-
tic learning, active learning). These learning principles have been compiled by
researchers who have shown them to increase learning gains, engagement, interest,
or motivation.
172 K. Millis et al.
accomplished by giving the player several options at a given time, and by provid-
ing actions that are perceived to be influential and logical to their consequences
(Malone and Lepper, 1987). Customization of the display (e.g., avatars, sounds)
and the ability of the player to choose levels or difficulties of play also increase
player’s perceptions of control (Whitton, 2010). Although adopting user control
into games is seen positively by game designers, the implementation should be
clear and obvious to the user (Salen and Zimmermann, 2004; Van Eck, 2010;
Whitton, 2010).
6. Dialogue. People often learn by conversations and tutorial dialogs (Chi et al.,
2001; VanLehn et al., 2007). Engaging in a conversation entails a number
of processes that engender deep learning, such as generating questions and
answers, retrieving information from memory, reasoning, active processing and
self-explaining. Because of the tremendous challenges posed by computers
understanding natural language, there are relatively few games and computer-
ized learning environments that enable the player or learner to converse with a
virtual agent or avatar in natural language.
7. Encoding variability. It is important that the skills and knowledge that players
practice and learn in a learning environment transfer to other situations and con-
texts. Although achieving transfer is notoriously difficult, providing variability
in examples helps the learner to discriminate relevant from irrelevant features
(Bransford et al., 1990), which increases transfer to novel problems (Halpern,
2002).
Below we discuss the three modules in Operation ARIES!, and also how the
various principles relate to each module. In some cases, we present relevant research
on the modules.
In this module, the player reads and is tested on various aspects of scientific inquiry.
The content is provided by an eBook titled “The Big Book of Science.” In many
respects, the book is conventional because much of its content is covered by research
methods texts published in the social sciences. However, it is unique in a couple of
ways. First, it was written by Zlotsky Amapolis, a Fuath scientist who authored
the book to teach the scientific method to other Fuath operatives working on Earth.
Therefore, the book is a captured alien’s spy manual. Second, because it was writ-
ten for the Fuath spies, it incorporates aspects of Fuath culture in elaborations and
examples. For instance, the Fuaths call Human Beings “Beans” and “nose breathers”
(the Fuaths do not have noses), and the concept of sample size is illustrated with
Blupblops that are plants found on Thoth.
Each chapter is dedicated to one or two important concepts in scientific inquiry.
The 20 primary concepts covered by Operation ARIES! are listed below.
174 K. Millis et al.
We chose the topics by surveying college and university professors who teach
psychology, sociology, biology, chemistry, earth science and physics classes on what
they considered critical concepts for students in their field to learn.
A screen shot of the training module is presented in Fig. 10.1. There are two ani-
mated pedagogical agents, Dr. Quinn and Glass Tealman. Dr. Quinn is the teacher
whereas Glass is a fellow student. Both of them speak and show facial expressions,
and what they say is presented in a textbox so that the player can have a written
record. We chose to use animated agents for several reasons. One is that they are
(virtual) humans which players can relate to on a very intuitive and personal fashion.
Consequently, animated agents are very engaging. A second reason is that they have
been shown to increase learning and motivation in learning environments (Atkinson,
2002; Baylor and Kim, 2005). Another function is that the story line involves the
agents as protagonists. Finally, some of the interactions between the agents instan-
tiate important pedagogical roles (Baylor and Kim, 2005). As will be described
below, Glass’s responses serve as a model to the low knowledge player, yet Glass
also serves as a teachable student for the more-knowledgeable player.
Before each chapter, Dr. Quinn and Glass hold a brief conversation, similar to
an informal chat between student and teacher before a lecture. For example, early
in the game Glass mentions that his new roommate was “chanting and doing Tarot
cards last night. Said he was writing a paper saying that there is scientific evidence
that Tarot cards can read the cosmic time space continuum. I thought it might be
a hypothesis because of connecting two variables. But I also thought it sounded
wacko.” Dr. Quinn explains that this is most likely pseudoscience, which turns out
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 175
to be the topic of the next chapter. The content of the dialog achieves two functions.
One is that it advances the story line, with depictions of new events. For example,
Glass’s new roommates turn out to be alien spies. Another is that they introduce
the topic of the chapter which is related to the dialog and the story line. This is
important because after the dialog, the players are asked whether they would like to
take a “challenge test.” A high score on this test allows the player to skip reading
the chapter. The dialog gives the student enough context of the chapter allowing the
player to make an informed decision.
We should note here that Operation ARIES! contains different forms of inter-
nal assessments of the player’s knowledge. In the Training module alone, there are
multiple types of assessments. One type occurs within each chapter. These are inter-
active learning activities which were created by the author of “The Big Book of
Science.” Readers of the book are periodically given brief problems that require
constructed answers (e.g., “write down the hypothesis”) or selected responses (mul-
tiple choice, matching). These are included to promote reader engagement, activity
and reflection with the material. As will be elaborated below, another type of assess-
ment is more dynamic with the player being tested, given instruction, and assessed
again (Yeomans, 2008).
176 K. Millis et al.
Table 10.1 Examples of teaching, standard, and vicarious trialog tutorial sessions
Standard Trialog Dr. Quinn: I just want to make sure that everyone really
(“example” question for knows this. Why don’t you explain why the answer about
“subject variable”) socioeconomic status is an example of a subject variable?
Lauren: so that they are getting a generalization for their
experiment
Glass: I do not understand.
Dr. Quinn: Think about this. As you’re considering why the
socioeconomic status option is the correct answer, think
about how it mentions classifying the participants. Now try
to explain why socioeconomic status provides a good
example of a subject variable. (hint)
Lauren: so that they can have the same socioeconomic status
178 K. Millis et al.
Vicarious Trialog Glass: You know, I thought the correct answer was the
(importance/function methodologies. I guess I need some help here.
question for “theory”) Dr. Quinn: Explain why you think theories are important.
Glass: A theory provides an understanding.
Dr. Quinn: Okay. Here is a little hint. As you consider why
theories are important, think about how theories might
relate to how research is conducted and what the research
findings are. (hint)
Glass: They provide predictions for future research projects.
Dr. Quinn: Tyler (human player), what is your opinion?
Does it seem like Glass now understands why theories are
important? Please answer “Yes” or “No”.
Tyler: No.
Dr. Quinn: You are wrong, Tyler. Theories are important in
research because by providing explanations for findings,
they are able to organize many research findings and make
predictions for future research projects. (corrective
feedback, summary)
sometimes asks for more information, called “pumps” (“what else?”), or corrects
misconceptions given by Glass or the human player.
The agent who delivers the different types of information is dictated by the
agent’s conversational role: teacher, student, and bystander. In the teaching tria-
log, the human player serves as the teacher, Glass as the student, and Dr. Quinn as
a knowledgeable bystander. Consequently, Glass (as the student), asks the player
(who presumable is the expert on this topic) the primary question. Because Glass is
the one who is seeking clarification, he poses hints and prompts that are phrased as
believably sounding bits of partial knowledge. Also because Glass is being taught
by the player, he is the one who gives the summary (this also provides “proof” that
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 179
he now understands having been taught by the player). In the standard trialog for-
mat, the question, hints, prompts and summary are all given by Dr. Quinn directed
toward the player, and some feedback is given by Glass, when he asserts that “he
doesn’t understand.” In the vicarious trialogs, the player fulfills the bystander role
who listens to Dr. Quinn tutor Glass. To maintain engagement with the material,
the player is always asked whether he or she thinks Glass understands the concept
based on his answers.
The conversational management, feedback and natural language understanding
that the trialogs require is based on AutoTutor (Graesser et al., 2004, 2005c, 2001,
1999). AutoTutor is an Intelligent Tutoring Sytem (ITS) that helps students learn
a domain by holding conversational dialogs between the student and an animated
pedagogical agent. AutoTutor has brought about considerable learning gains com-
parable to one-on-one human tutoring (Graesser et al., 2005a, 2001; VanLehn et al.,
2007).
Versions of AutoTutor have been built to teach computer literacy (Graesser et al.,
2004) and physics (VanLehn et al., 2007). The program simulates human tutorial
dialogs in natural language. It was constructed from extensive research on human
tutorial dialogs (Graesser et al., 1995), constructivist theories of learning (Aleven
and Koedinger, 2002), and other intelligent tutors that adapt to the learner at a fine-
grained level (VanLehn et al., 2007).
Conversations in AutoTutor are largely governed by a curriculum script, which
provides for each scenario (e.g., a question) an ideal answer, a set of expectations
(content that the tutor would like to be expressed by the learner), a set of hints
and prompts for each expectation, misconceptions and corrections, and a sum-
mary. AutoTutor poses a scenario (e.g., a question) and the learner’s answer is
assessed against the ideal answer and the expectations to indicate which of the
expectations have been adequately answered or “covered”. This assessment usu-
ally involves a combination of latent semantic analysis (a statistical method for
representing semantic similarity between two sets of words, Landauer and Dumais,
1997) and semantic matching algorithms that consider words, word stems, and com-
binations of these linguistic units in regular expressions. These techniques output a
numeric value indicating the semantic overlap between the student’s input and the
ideal answer or expectation. If the value exceeds a predetermined threshold, then
AutoTutor declares that the expectation is covered by the student. If not, it will
give hints to the student in order for him or her to express the content of the full
expectation.
Table 10.2 summarizes the links between the learning principles and features of
the Training module (as well as the other two modules). The learning activities are
based on the eBook and the trialogs. One important feature of the trialogs is that
they are adaptive to the knowledge exhibited by the player: low, medium, and high
levels of knowledge are linked with vicarious, standard, and teaching trialogs. The
180 K. Millis et al.
Modules
Learning principle Training Case studies Interrogation
theoretical foundation for this linking was guided by Vygotsky’s zone of proximal
development in addition to the general tenet of constructionism that knowledge is
actively constructed by the learner.
When prior knowledge is low, it is difficult for the learner to ask, understand,
and answer questions using the desired vocabulary, so standard and teaching tri-
alogs would be out of their “zone.” Although observational learning of tutorial
sessions does enhance learning (Craig et al., 2009), there is some evidence that
low prior knowledge participants show greatest learning gains when they watch a
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 181
Because it takes several hours to progress through the entire training modules, we
have only been able to do some alpha testing on the training module to see how
well students learn. Twelve students attending California universities participated
across 7 week, one-hour sessions. One-third of the students attended a state uni-
versity, another third a community college, and the remaining third an elite private
university. A pre-post test was created to measure understanding of the concepts
covered by the interactive text. The same test was used before and after students
went through the interactive text. The questions were a mixture of open-ended
and multiple choice. The overall test scores suggested that students learned from
the training module. The post scores (M = 25.04, SD = 7.06), were significantly
higher than overall pretest scores (M = 15.29, SD = 8.07), t(11) = 7.38, p < 0.01,
effect size = 1.3, and this improvement occurred for students from each of three
institutions.
10.2.3.1 Trialogs
Do the different types of trialogs affect learning? We addressed this question by
having students read and answer the sets of questions to five chapters. Immediately,
and after 2 days, they answered an open-ended comprehension test of the concepts
that were addressed by the questions. Because we were interested in examining the
182 K. Millis et al.
effect of the trialogs, we did not have the participants read the chapter. Instead, they
only read and answered the multiple choice questions, and either received a vicari-
ous trialog, a teaching trialog, or a mixture of the three based on their performance
(adaptive). Hence, we were interested whether animated agents delivering formative
feedback would lead to differential “testing effects” (Roediger and Karpicke, 2006).
We found that the trialogs had little impact on immediate testing but did have
an impact after a 2 day delay. The means (the percentage correct) for the vicari-
ous, adaptive and teaching conditions on the immediate test were 0.45 (SD = 0.19),
0.48 (SD = 0.19), and 0.47 (SD = 0.18), respectively. The corresponding means
in the delay condition were 0.34 (SD = 0.16), 0.44 (SD = 0.19) and 0.45 (SD =
0.21), respectively. The drop in scores due to the delay was significant in the vicar-
ious condition [t (27) = 4.23, p < 0.01] but not in the other two trialog conditions
( p’s < 0.40). In addition, the adaptive and teaching scores in the delayed condi-
tion were significantly greater than the vicarious condition ( p < 0.05). The pattern
of means indicate greater learning in the adaptive and teaching conditions com-
pared to the vicarious conditions. We had hypothesized that the adaptive condition
would outperform the teaching condition, but it did not. Rather, there was no dif-
ference between the adaptive and teaching conditions. We kept the adaptive trialogs
in Operation ARIES! instead of only using teaching trialogs for two reasons. First,
they contain a variety of interchanges that we hope players will value. Second, par-
ticipants in this study only responded to 5 chapters worth of multiple choice items
without having read the eBook. Perhaps other patterns of results would be found
when participants read the entire eBook.
In this module, the player reads and evaluates a number of brief research reports.
Each report describes a study in one of the following domains: psychology, biology,
or chemistry. Each is written and formatted in such a way that it resembles news-
paper or magazine article, a blog, a web page, or an advertisement. What they have
in common is that virtually all contain one or more flaws pertaining to the concepts
taught in the Training module. For example, a research report might not include a
control group, not have a valid dependent variable, or might suffer from experimen-
tal bias. The purpose of the module is to teach the player how to evaluate research
reports (called case studies) by having them identify flaws contained in them.
We adopted a case-based learning environment for flaw identification because
cases (problems, instances, scenerios) allow learners to encode and discover the rich
source of constraints and interdependencies underlying the target elements (flaws)
within the cases. The memory of prior cases provides a knowledge base for assess-
ing new cases, in that they help guide reasoning, problem solving, interpretation
and other cognitive processes. That is, players implicitly learn the various ways in
which the flaws are instantiated in different contexts, and how they are causally
and conceptually connected. For example, if a study suffers from biased sample
selection, then it would likely suffer from poor generalizability since its finding was
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 183
based on a sample with particular characteristics that may not occur in the larger
population.
Table 10.3 presents a sample “case” along with the flaws that it contains, whereas
Fig. 10.2 presents a screen shot of the case studies interface. There is a picture rep-
resenting the human player (e.g., “Heather”), as well as two new agents joining
Dr. Quinn: Tracy and Broth. Tracy, like the player, is a fellow student agent at the
FBS. The human player and Tracy compete against each other for the honor of
going forward to the next module where they will interrogate aliens. Broth is an
alien defector who wants peace with Human “Beans” and who is observing the ses-
sions. (Glass Tealman, who was the fellow student during the Training module, left
at the end of that module to find his older brother who is being held captive by
the Fuaths.) As in the training module, Dr. Quinn provides instructional support by
giving guidance and feedback to each player (the human player and Tracy). Broth
gives feedback to the players as well, but also advances the story line by providing
knowledge regarding the Fuath’s perspective on their spying mission. During the
course of the case evaluations, Broth announces that the Fuath spies communicate
with each other by placing specific flaws in the research that they publish. By deci-
phering the flaws, Broth reports several developments pertinent to the story line, the
most distressing being that the very deadly aliens called Nemotoads are en route to
Earth. This news is met with some disbelief within the FBS, creating uncertainty
and tension.
The human player and Tracy take turns evaluating cases. The current player
(human or Tracy) first chooses a case to evaluate from a list, reads it, and then
types in flaws into an input box. For support, the player can buy a list of flaws or
184 K. Millis et al.
Case title: The Who are more aggressive, men or women? Popular media and news
Battle of the reports often portray men as the more aggressive gender. But think
Sexes again: there was Bonnie in the infamous Bonnie and Clyde, and of
course, the movie Mean Girls. Perhaps the genders are closer on
aggression than one might think.
Dr. Alan Maye, a member of a research institution which focuses on
aggression, wanted to find out if one gender is really more aggressive
than the other.
To conduct his experiment, he placed an ad in a newspaper and asked
for volunteers to participate in a study that was going to explore
gender differences in aggression. All interested people were asked to
report to the institution conducting the research.
Twenty-five men and twenty-five women volunteered to participate in
the study. When they arrived at the study, they were exposed to
multiple situations that were supposed to elicit aggression (an
accomplice posing as a participant was used to provoke the actual
participants). After they were put in this situation, the participants
were given the opportunity to write a message to the person who
provoked them.
The messages that participants wrote were coded by two independent
researchers who were not aware of the participant’s gender. The
messages were coded on a 7-point scale for the degree of verbal
aggressiveness that was used. The results showed that women
provided more aggressive messages than men.
In a follow-up study, the researchers found the same results – women
were found to be more aggressive than men. Based on these results,
the researchers concluded, contrary to popular belief, women are
actually more aggressive than men.
Flaws Flaw: dependent variable is not valid
Hint: Considering that verbal aggressiveness is simply one type of
aggressive behavior, what can you say about the dependent measure
used here?
Prompt: A dependent variable that measures something other than
what it is claimed to measure is called what?
Flaw: poor sample selection
Hint: What flaw is associated with how Dr. Maye chose participants
for this study?
Prompt: Because this study only included participants who were
interested in answering the advertisement, the study involved a poor
selection of the what?
Flaw: subject bias
Hint: What can you say about the fact that the newspaper ad informed
possible participants of the intent of the study?
Prompt: If participants can influence results based on their own
expectations regarding the experiment, this is what type of bias?
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 185
read the “Big Book of Science.” After the flaw is entered, the program matches the
input to the list of flaws using semantic matching algorithms. The algorithm involves
computing a match score between the input and each flaw. If the score falls below
a threshold, Dr. Quinn will ask the player to rephrase the flaw; otherwise the flaw
with the highest match score will be presented in the “closest match” box. When
the player is satisfied with the match, the player requests the answer. Dr. Quinn
then gives elaborative feedback as to why the answer was correct or incorrect, and
points are either added to or subtracted from the player’s current score. If correct,
the player retains his or her turn, and is asked to identify another flaw. The player
can also push the “No (more) Flaws” button if he or she believes all flaws have been
identified (or if there were no flaws in the case in the first place.) If the player is
incorrect, then the turn passes to the other player. Periodically, Dr. Quinn asks the
player to justify his or her answer by asking “Why did you choose that flaw?” in
order to encourage self-explanation and to discourage random answers.
If there are any unidentified flaws left by the time that both players press the
“No (more) Flaws” button, then Dr. Quinn provides a brief tutoring session with
the current player. The dialog uses a curriculum script similar to the ones used for
the “standard” trialogs described earlier. The program selects a hint associated with
a flaw that has not been covered, and it is delivered by Dr. Quinn. If the hint is
unsuccessful in eliciting the desired response (e.g., there is no control/comparison
group), then Dr. Quinn gives an appropriate prompt. Table 10.3 shows some of the
hints and prompts. If the player fails to answer this question, then the opponent
has the opportunity to answer for maximum points. In regard to points, points are
awarded on the basis of the presence and type of question: without hint → hint →
prompt.
One prominent feature of the case studies is that the cases describe a variety of
content (psychology, biology, and chemistry) written and formatted in a number of
ways. They read and look like blogs, advertisements, and newspaper and magazine
articles. The variation in content and format was designed to promote transfer –
to use scientific inquiry skills in other contexts. In addition, there are many types
of feedback given to the player. When a player types in a flaw, he or she receives
immediate feedback as to whether that flaw is present in the case. The feedback is
presented verbally by Dr. Quinn and by the addition or subtraction of points.
One important feature not listed in Table 10.2 is competition. The player is com-
peting against Tracy. Competition is often listed as a characteristic of games, both
digital and nondigital (Yee, 2006). A survey conducted by the Annenberg School
for Communication Games Group at the University of Southern California indicated
that competition was the primary reason why players chose certain games (as cited
in Bryant and Fondren, 2009). However, some designers caution against competi-
tion in favor of cooperation because it may focus on the act of winning rather than
on the learning domain (Whitton, 2010). One limitation of the use of competition
186 K. Millis et al.
in Operation ARIES! is that it may not benefit all groups in the same way. For
example, boys tend to choose more competitive games than girls (Hartmann, 2003),
so competing against Tracy might not be attractive to all players.
The research that we have conducted using a precursor to the case studies mod-
ule suggests that having students engage in tutorial dialogs about case studies is an
effective strategy in learning how to identify flaws. In a study conducted by Kopp
et al. (in press), undergraduate psychology students listened to an animated teacher
agent read several research descriptions used in the module, and immediately after
each, the participates were assigned to one of three activities: (1) listen to a conver-
sation between the teacher and an animated student in which the participant had to
write down the flaws that were identified and summarized by the teacher, (2) write
down flaws that the participant noticed before the teacher provided a summary of
the flaws, or (3) participate in a tutorial dialog with the teacher agent. The tuto-
rial dialogs were similar to the standard trialogs but without a third agent. Learning
gains were assessed by comparing pre- and post-test scores on task that required
the participants to critique other flawed studies. When the post-test scores were
adjusted for the pre-test scores, Kopp et al. (in press) reported significantly greater
learning when participants had participated in full dialogs than when they listened
to and wrote down the flaws (Experiment 2). Interestingly, they found that engaging
in tutorial dialogs was not necessary for all cases to maintain the advantage. The
highest rates of learning occurred when one-half of the cases required full dialogs
(condition 3 above) and the other half required an initial answer (condition 2 above).
This outcome is somewhat counterintuitive, but makes sense after some reflection.
Although dialogs increase learning, it appears that it is most efficient to only have
the participants engage in dialogs for one-half of the cases. The extra dialogs might
incur fatigue. We used this finding to inform the design of Case Studies in which the
human player directly evaluates only one-half of the cases whereas Tracy evaluates
the other half.
In another study, we compared learning and reactions to the Case Studies mod-
ule (game condition) with a version that lacked points, competition, and animated
agents (non-game condition). Otherwise, the same materials and feedback were
administered in the two conditions. As in Kopp et al. (in press), participants were
undergraduate psychology students, and were given a pre- and post-test that required
them to correctly identify flaws in research cases. There were four one-hour ses-
sions that occurred across two weeks. Immediately after the first and last sessions,
we asked participants about their level of engagement, motivation, interest, chal-
lenge, and frustration using a 6-point Likert-type scale. As a measure of the ability
to detect flaws, we computed a “flaw identification score” by subtracting the partic-
ipant’s “false alarm” rate (i.e., the percentage of occurrences when the participant
said a flaw was present in the research but it was not) from their “hit” rate (i.e.,
the percentage of occurrences when a participant correctly identified the presence
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 187
The story line heats up in this last third of the game. Thousands of Nemotoad space-
crafts have left the Mother ship and have settled into geocentric Earth orbits. An
intercepted message reveals their horrific plans: the Grand Nemotoad will order
humans to be subjugated as slaves and they will scorch the Earth. In an attempt
to capture the Grand Nemotoad and other aliens, the FBS has conducted a large-
scale raid, arresting dozens of scientists suspected of being aliens. However, some
of those who were arrested are human. Only through interrogating each suspect on
their research can the FBS know for sure the species of each suspect. The aliens
are those publishing flawed research, the humans are not. Meanwhile, the clock is
ticking toward global disaster.
The Interrogation module teaches the player how to evaluate research by asking
questions. The player first reads a summary of research conducted by one of the sus-
pected alien spies. Similar to case studies, the research is presented in different types
media (newspapers, blogs, etc.), but unlike the case studies the research is abbrevi-
ated and critical information is missing. The description of the research might be
the length of an abstract (roughly 150 words), an advertisement, and in some cases,
it might be only a headline (e.g., “Study shows music helps plants to grow”). The
descriptions do not explicitly signal any flaw. Hence, in order to uncover a flaw, the
player must ask the suspect questions about the research, and classify each answer
on whether it revealed a flaw or not. If the study is flawed, then the suspect should
be judged an alien. If there is no major flaw, or if the suspect acknowledges a flaw
found in the study, the suspect should be judged human.
188 K. Millis et al.
Figure 10.3 shows a screen shot of the Interrogation module after the research
description has been read. In addition to Dr. Quinn, there are two other agents: Scott,
serving as the interrogator, and the suspect who is hidden behind a screen. Scott and
the suspect are located in the same room, apart from the player, and the player is
responsible for sending Scott questions to ask the suspect. The player sends a ques-
tion by typing it into an input box. Having the player send questions to the suspect
via Scott solved a technical problem that could arise if the player and suspect com-
municated directly. In that circumstance, the program might misclassify a question
typed in by the player. If this were to happen, the suspect would answer a question
not posed by the player, leading the player to be confused. However, we had the
player send questions to Scott, and Scott hedges when there is a low match score
between the question typed in by the player and a stored question (e.g., “I think
I know what you are getting at.” “Your input is coming in fuzzy – I think I heard
you”). The hedge allows Scott to ask any question (regardless of the input match)
and receive an answer that does not sacrifice the buy-in that Scott truly understands
the player’s questions.
After the player receives an answer, the player evaluates the answer by checking
off options (flaw, flaw recognized, no flaw) on relevant subcategories on a “score
card.” There is a total of 25 subcategories, arranged under the following super-
ordinate categories: hypothesis, independent variable, dependent variable, control,
sample, experimenter, conclusions. For example, the subcategories of “control” are
possible confounds, subject bias, control groups, random assignment, mortality and
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 189
attrition. The player might be able to correctly identify the answers to more than one
subcategory from a single answer. For example, consider the following question and
answer about the dependent variable (outcome variable) in the context of study that
was conducted to test whether an advertised video decreases shyness:
10.5 Conclusions
Serious games lay at the intersection among content (e.g., research methods), game
design (e.g., dialogs, agents, story), and pedagogical theory (e.g., principles of
learning and motivation). Ideally, a serious game should be fun to play and edu-
cational. This sweet spot is notoriously difficult to achieve. One reason for this
difficulty is that a game’s enjoyableness and fun depend on a number of factors
whose interactions are not clearly understood. Some commonly cited dimensions
of enjoyable gaming experiences are overall game design, aesthetic (visual and
auditory) presentation, the ease and effectiveness of control, complexity/challenge,
social interaction/community, and storyline/narrative (Wang et al., 2009; Whitton,
2010). Ensuring that a game contains these characteristics is monetarily expensive,
but also varies based on a player’s individual tastes. Second, enjoyable game play
experiences may not translate into deep learning (Graesser et al., 2009a). Deep
learning of a complicated content or skills will probably require deep cognitive and
emotional investments that span many hours of practice which not be considered
fun by the player. Like many educational and serious games, Operation ARIES!
tries to initiate and maintain interest by immersing the player into a larger nar-
rative (Ratan and Ritterfeld, 2009). We have had many positive responses to the
storyline of Operation ARIES! when presented alone, but it is currently unknown
whether it can overcome negative reactions (e.g., boredom, frustration) that might
arise from practice and repetition required to learn critical thinking skills in science.
One high school student gamer who is skeptical regarding the value of educa-
tional games put it this way: “Educational games are homework, and I can smell
homework!”
Operation ARIES! is in its final stages of empirical testing and these concerns
are currently being explored. We are hopeful that the program will be valued by
10 Operation ARIES!: A Serious Game for Teaching Scientific Inquiry 191
both students and educators. Pearson Education plans to host the game on a web-
site where students can login and play, and where instructors can monitor their
students’ progress. Students can play at their leisure, and instructors can incor-
porate the game into their course in a number of ways. Some instructors might
assign it as homework and only care whether the students complete the game,
whereas others might incorporate the assessments which are internal to the game
into the student’s course grade. Still other instructors might only assign some
modules and not others. It is anticipated that this level of flexibility will make
Operation ARIES! a desirable addition to scientific learning in traditional class-
rooms as well as in distance learning. We hope that you have enjoyed getting to
know the science behind Operation ARIES! as much as we have enjoyed sharing it
with you.
Acknowledgments The research reported here was supported by the Institute of Education
Sciences, U.S. Department of Education, through Grant R305B070349 to Northern Illinois
University. The opinions expressed are those of the authors and do not represent views of the
Institute or the U.S. Department of Education.
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Research Groups
11.1 Introduction
Come closer, a little bit closer, so I can tell you a secret. . . .
(Clark and Glazer, 2004)
Virtually everyone agrees that the above catch phrase is a powerful invitation to
players which motivates them to get involved in certain games where they will dis-
cover and learn something new. Games, which invite players to voluntarily immerse
themselves in the game world and thereby gain knowledge, deserve our special
attention.
The historian, Johan Huizinga, dedicates one chapter of his book, Homo Ludens,
to investigating “play and knowing”. He states that “[f]or archaic man, doing and
daring are power, but knowing is magical power” (1955, p. 105). This phenomenon
is found throughout the history of humanity and Huizinga later comments that
even “[t]he Greeks of the later period were well aware of the connection between
riddle-solving and the origins of philosophy” (1955, p. 115). However, it is the play
function that interests us and, independently of whether games make use of chance,
physical strength, skill or knowledge, all of them possess inherent persuasive power
(Bogost, 2010).
In recent years, designers, developers, researchers and the public in general have
been paying special attention to digital games. There are numerous reasons why
digital games are so attractive to the general public including their use of innovative
hardware, utilization of outstanding graphics and immersive audio accompanied by
dazzling special effects. Digital games can be played anywhere, at any time and with
friends around the globe. In short – digital games dazzle us with their many diverse
and attractive features.
If we carefully examine digital games we will, however, notice that in spite of
their positive features and the substantial involvement of human capital and eco-
nomic resources that go into their production, their success among the general public
is not guaranteed. Some games fail because the basic gameplay is poor despite
outstanding graphics, and others fail because they are nothing more than clones
of other successful games. We believe that a possible reason for the vast num-
ber of unsuccessful digital games is that designers focus mainly on the technology
while neglecting the game design aspects which in turn support the player’s game
experience.
The games industry is in need of innovative games and fledgling designers will
do well to heed the advice of professional and successful game designers: before
attempting to create a game in the new digital world, first understand the dynamics
of old non-digital games and stories (Schell, 2008). We should remember that digital
games “are simply new mixtures of well-known elements” (Fullerton et al., 2004,
p. 99). This fact should be fundamental to the game design.
When viewing digital games for learning, called serious games, we notice that
many of these games pay attention to the technical features that dazzle the players
into solving teaching-learning engagement challenges. As an illustration, Prensky
(2003) states that digital games motivate “digital native” children and teaches them
different skills such as multitasking and problem solving. Miloš et al. (2009) analyze
the potential of educational games played on mobile devices to promote learning
any time and anywhere. Corradini et al. (2005) analyze 3D game characters while
keeping an educational goal in mind and Marco et al. (2009) explore younger chil-
dren’s interaction with tabletop technology by using games and then ascertaining
their educational potential. Consequently, it is not surprising that the topic of dig-
ital games and their use in education is often vigorously discussed in educational
circles. For example, Gee (2003) argues that knowledge gained by playing video
games is transferable to other domains, while Ravenscroft and McAlister (2006)
explicitly state that today’s digital games are weak in linking the “game-playing
activity to transferable social or conceptual processes and skills that constitute, or
are related to, learning” (2006, p. 37).
We concur with Ravenscroft’s and McAlister’s (2006) view that serious games
do not pay enough attention to the interplay between the game and the specific
learning context and the learning content. Instead some educators, designers and
developers focus primarily on the technology encapsulated in the game to involve
and motivate learners. When one follows this approach one loses the immemorial
“magical power” that games for learning possess namely the knowing. This con-
nection between the learning content and the learning context and its consequent
presentation is that which makes a learning game successful. The real life experi-
ence of one of the authors serves to elucidate this point. The author’s father, who
was passionate about science, would explain scientific concepts to his children while
playing with them. Once, in the middle of a pillow fight, he explained Newton’s
third law: “for every action there is an equal and opposite reaction.” This allowed
the author to measure his strength in the battle. Everyone has played the game in
which you calculate the sum of the numbers of the car’s registration plate in front
of you while sitting in the traffic. It is clear then that the elements needed to cre-
ate games, which in turn support learning, are to be found all around us in our
everyday life. Technology offers, as Alessi and Trollip (2001) mention, the ability
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 199
to add special features which facilitate experiences which otherwise would have
been impossible e.g. a real-time conversation with someone on the other side of
the world. The real challenge for designers of digital games for learning or seri-
ous games is to join efforts with content experts and technologists to achieve a
common aim.
The objective of this chapter is to invite the reader to join us in the design pro-
cess of a digital game for a specific learning context. SciMyst is a game which was
designed for the Joensuu Science Festival and it aims to support the players in dis-
covering the rich content of the festival. The player accesses and navigates SciMyst
using a mobile phone. After designing SciMyst for the festival, we deployed it in a
different learning context namely the Museum of Technology in Helsinki. However,
we first needed to decide whether we wanted to clone, enhance or re-contextualize
the game. Re-contextualization refers to the process in which all the circumstances
involved in the game to support the specific learning aim are reconsidered. In re-
contextualizing the game, we should explore the principles that a game designer
should consider when re-contextualizing a game. At the end of the chapter we
attempt summarize our own experiences in this exploration, with the hope that it
will help others when they set out to design their own games.
Before analyzing any complex topic, like the design process of games, it is necessary
to achieve a common understanding of the terms and concepts used. This chapter
uses eight main concepts which are explained in this section and aims to build our
common vocabulary.
11.2.1 Game
We consider a game to be a system that consists of game components, mechanics
and dynamics. A game component is any unit essential to the functioning of the
game. For example the game components in the game of Chess are the board and
its pieces e.g. king, queen, rooks, bishops, knights and pawns. The game mechanics
consist of game states and rules that define the allowed transitions. Continuing to use
Chess as an example, there are clear rules on how the pieces should be organized,
moved and how the game can be lost or won. The game dynamics refers to all the
possible ways in which the game mechanics are updated. For example, in Chess,
when the players are actually playing we can see how, after each move, the state of
the game is updated.
An important characteristic of a game according to Islas Sedano et al. (2011b) is
that it resides in a play-space. Thus, to access the game an individual, who inhabits
her or his own real life, can decide at any given time to access the play-space and
play a game while in this space. Other scholars in game research interpret the play-
space as the “magic circle” (Castronova, 2005; Woodford, 2007).
200 C. Islas Sedano et al.
Clark and Glazer (2004) suggest on how to capture the essence of the milieu in the
design of quests. Björk and Holopainen (2004) focus on balancing puzzle patterns
that are relevant to mastering a game. However, the common aim of game designers
is to design experiences (Fullerton et al., 2004; Salen and Zimmerman, 2004) in the
player’s mind (Schell, 2008).
A strategy of the game industry, which is done in order to lessen financial risks
in digital games production, is to “clone” games as Letouneux explains (cited in
Arsenault, 2009). Cloning means that the game mechanics of successful games
are replicated, and enhancing games refers to improving them by addressing their
weaknesses. Arsenault (2009) clarifies this by stating that games can be cloned or
enhanced in their aesthetics (e.g. the narrative or plot) or in their functionality (for
instance button-mapping) or new interactions (e.g. Radio-Frequency Identification –
RFID – instead of 2D bar-codes).
We view the learning context as all those circumstances that are involved when a
learner performs an activity on-site in order to co-create knowledge. Consequently,
a learning context acknowledges that the learners and the context are in flux,
meaning “neither learners nor contexts are homogenous or static entities” (Volet,
1999, p. 639). Each specific learning context presents multidimensional affordances.
When one aims to design digital games in and for a specific location, three mul-
tidimensional aspects of context need to be kept in mind namely environmental,
intersubjective and subjective aspects (Islas Sedano et al., 2011a).
The environmental aspect of context covers those aspects related to the physi-
cal environment that we observe and understand by making use of our senses, for
instance that which we see around us (e.g. houses, trees, water). This aspect can also
be perceived through technological instruments such as sensors that measure levels
of illumination.
The intersubjective aspect of context refers to all the circumstances that relate
to the communication and interaction of an individual with other individuals or
with systems, including computers. All possible relationships within this context
are relevant, including symbols, behaviors and language. We acknowledge that all
interaction involves social aspects (collaboration, cooperation) and cultural phe-
nomena (sets of beliefs, values, assumptions, social expectations) with explicit and
tacit rules that are affected by the personal interpretation of a specific moment.
Taking into account the intersubjective context allows outsiders to have insight into
an individual’s reactions or to anticipate specific events or activities.
The subjective aspect of context is only be accessed by oneself as it refers to
the mental and emotional elements inherent to each person. These elements include
skills, cognitive and meta-cognitive aspects, motives, and attitudes.
It is difficult to understand the relationship between a student and the learning con-
text. We support our thinking with a framework developed by Volet (1999, 2001).
The framework analyzes the appropriateness of learning transfer across different
educational learning contexts. Volet considers the existing compatibility between a
student’s motivation, cognition and behaviour as related to a specific activity within
the affordances of the learning context. The relationship is evaluated according to its
level of congruence. Congruence is defined as the product of mutual dynamic inter-
actions between an individual’s capability to produce an effect (subjective aspect of
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 203
context such as cognition and emotions) and the affordances of the learning context
(environmental and inter-subjective aspects of context). According to the level of
congruence, Volet recognizes four types of knowledge transfer in reference to exper-
imental interface between the learner and the learning context, namely appropriate,
ambivalent, difficult and inappropriate transfer (Volet, 1999, 2001). Because our
focus is on transferring a game designed for a specific learning context to a new
context, rather than utilizing four types of knowledge transfer, we refer to four levels
of tolerance.
Appropriate transfer (or high tolerance) supposes that the student and the learn-
ing context present high levels of congruence. In this case an agreement exists
between the student and the learning context. There is also a clear awareness of
the tacit and explicit rules that govern the learning context. The student is attuned
to the affordances of the learning context. An example is playing a memory game
related to today’s lecture on the student’s mobile phone during the school’s recess.
Ambivalent transfer (or low tolerance) refers to a situation where a student and
the learning context do not reach general consensus as to what is appropriate or not,
mostly as a result of subjective interpretations. Thus, the level of congruence is low.
For example, after finishing an assignment in a lecture, a student plays a memory
game on his mobile phone unrelated to the subject matter. In this case, the teacher
would prefer that the student plays a game related to the subject matter of the lecture.
Difficult transfer (or almost no tolerance) refers to a situation where the student’s
expectations are congruent to a previous learning context but requires re-assessment
in the current learning context. For example, playing memory games at home allows
the player to use physical clues, but when playing memory games at school the clues
are no longer present. Thus the player should re-assess his strategy when playing at
school.
Inappropriate transfer (or no tolerance) refers to activities that were congruent in
a previous learning context, but become unacceptable in the current learning context.
For example a player, supported by his parents, utilizes games to intimidate the
neighbors, but at school bullying in any form is unacceptable.
Ideally a student and the specific learning context in which s/he is embedded
should present a high level of congruence. In other words, the game should support
a high tolerance between the student and the learning context. If this is the case,
a common and shared understanding exists and the learner utilizes the affordances
of the on-site learning context. On the other hand, a divergence between learning
context and learner implies a cognitive, behavioral or social deficit (Volet, 1999,
2001).
We have now established our common vocabulary and we know what we mean
when we refer to games, game designer, riddle solving games, aha moments, cloning
and enhancing, co-production of knowledge, learning context and the congruence
between a learner and a learning context. We now continue to design a game for
a specific learning context and later we re-contextualize it to fit a new context. In
both cases the game aims to support a rapport between the players and the learning
context. The Hypercontextualized Game design model assists us in analyzing the
games presented in this book chapter.
204 C. Islas Sedano et al.
• Game System (GS) refers to the conceptualization of the core idea of the game,
its game mechanics. It takes advantage of the learning context to facilitate the
player’s immersion in the game. Thus, GS creates a situation to support a player’s
experience by utilizing affective elements on-site.
• Subject Matter Information (SMI) determines the meaningful activities that the
player can perform to co-create knowledge in the learning context, according to a
clear aim. SMI supports the player’s building of knowledge in a specific learning
context by using the intellectual and pedagogical resources on-site.
• Specific Context Elements (SCEs) identify the potential game components in the
specific context for which the game is designed and in which it is being played.
This perspective classifies the components according to the environmental and
the intersubjective aspects of context. Additionally, SCEs take into account the
subjective aspects of context such as thoughts, ideas, reflections and meanings.
Following the HCG design model we will explain how we designed a game,
SciMyst, for a specific learning context. Later, the same HCG design model aided
us in re-contextualizing the game for a new learning context. Before describing this
process, we also aim to clarify the methods used in this chapter.
11.4 Methods
It is relevant that we explicitly document, analyze and evaluate our game design
approach. We present two case studies, each of which shows the game design
process for a specific learning context. We use case studies, which support the
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 205
analysis of a phenomenon within a real life setting, with the added possibility
of using multiple sources of evidence (Robson, 2002). Furthermore, according to
Cross (2006), the common methods for researching design thinking include: inter-
views with designers, observations and case studies, protocol studies, reflections
and theorizing and simulations trials. In this case, we are both the designers and
researchers of the games presented in the case studies. We therefore possess valu-
able material in the form of emails, notes from informal and formal meetings,
considerable numbers of sketches and different prototypes. By means of retrospec-
tive analysis (Nuutinen, 2009) we analyzed this data focusing on requirements and
design decisions. The relevant patterns which we found allowed us to write this
chapter.
To complement each case study we briefly present some player feedback.
Although the main focus of the chapter is the design process, our participants’
views are relevant when interpreting the results of the designed game. In each case
study we used more than one mode of data collection from the players. We recorded
the players’ behavior, collected their feedback via questionnaires (before and after
playing), conducted interviews and recorded observations. We use mixed methods
(Saunders et al., 2009) because diverse aspects of our research called for differ-
ent analysis strategies. We should mention that our research is cross sectional as it
takes place over specific periods of time. The reason for selecting case studies is
because it supports the study of a phenomenon within a real life setting, relevant for
us in order to analyze an HCG and its re-contextualization. To establish trustworthi-
ness (that our patterns and interpretations are correct) we employed two techniques,
namely prolonged engagement and the triangulation of methods, as recommended
by Lincoln and Guba (1985).
SciFest is an annual science festival, which has been held in Joensuu, Finland, since
2007. The festival aims to introduce science, technology and environmental issues
206 C. Islas Sedano et al.
to the younger generation (Jormanainen and Korhonen, 2010). To achieve this aim,
SciFest invites pupils, educators and the community in general to experience sci-
ence outside the conventional classroom through a range of workshops and talks.
The instructors hail from a wide variety of backgrounds – from academia to indus-
try – and they all voluntarily join the festival to share their knowledge, passion
and experience of different topics with the visitors. As a result of the wide diver-
sity of role players, the workshops on offer also vary considerably as far as topics,
group sizes and schedules are concerned. There are visitors who attend the work-
shop activities but a considerable number of people choose to explore the festival
on their own.
SciFest is presented in the largest wooden building in Finland. It boasts a floor
space of 14,600 m2 . The structure was especially designed to house sports and tem-
porary events and the floor plan is shown in Fig. 11.1. The facilities include a WLAN
connection with free Internet access.
Most of the stalls are set up one day ahead of the official opening of the
Festival. Each booth decides when and how it will be organized and then the
individual exhibitor or instructor coordinates with SciFest’s main organizational
team. The instructors relay their needs (including booth location, number of stu-
dents for their workshops and schedules, number of tables and chairs required)
to the main committee well ahead of the Festival. They are responsible for pro-
viding their own work material that includes posters, paper and pencils, research
equipment, building bricks such as legos and computers. The booths, in general,
are not weighted down by objects although relevant information is easily attainable
in most cases. Some informative material or objects might only be available when
the booths are manned and some stands are disassembled before SciFest officially
ends.
Fig. 11.1 Left: game-map based on the layout of SciFest’s floor plan. Right: player subscribing to
one of the game areas
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 207
• Game system (GS) aims to enhance the visitors’ experience by stimulating them
to discover through capturing their interest about material which can be viewed
at the Festival. This process is especially aimed at those visitors who do not have
specific plans.
• Subject Matter Information (SMI) aims to use the visitors’ skills to uncover that
which is not easily seen when merely walking around the festival. Consequently
it offers the opportunity for visitors to gather information on diverse themes and
also gain deeper insight into those topics which interests them.
• Specific Context Element (SCE) uses the objects and information that each
instructor brings to the festival. One needs to be aware that the instructors arrive
and leave at different times, diverse topics exist, workshops are not homogenous,
the materials used and the infrastructure employed is temporary.
To persuade introverts to To play with others is one of the One should be able to play the
play (GS, SMI, SCE) most evident social game alone (as all the game
characteristics of games and resources are available) but at
also one of its higher aims. the same time the player
However, not everybody has should also feel part of a
someone to play with all the community of players. The
time. players know that their score
is added to a common goal.
Team play is also possible but
the players must organize
themselves.
To encourage visitors’ One specific event may be Allows and encourages players
interpretations of the perceived differently and by to take photos and to
festival (GS, SMI, SCE) expressing oneself, others comment on what they
have an opportunity to thought of the festival.
glimpse at your personal
impressions.
To recall the experience of After finishing the game, it is A real-time website interaction
the festival (GS, SCE) useful if the player can retire allows players, and other
to a place to recall what s/he audience members, to share
did during the game. glimpses of one another’s
impressions of the festival.
11.5.3 SciMyst
The ignorance is taking over the world. As a result, the world as
we know it will be destroyed. The battle against the ignorance is
upon us and we need your help. As a SciMyst hero, you can save
the world by beating the ignorance through knowledge
acquisition. Prepare yourself and show your heroism in SciMyst
at the SciFest 2008 festival. The world is counting on you!
[URL: SciMyst]
The lines above introduce the SciMyst 2008 website. This is also the video clip
message which potential players listen to before they start playing. In this section
we present six elements (Table 11.2) that allow us to better understand SciMyst.
Pre-requisites for playing SciMyst. The game is ideally suited to players who are
capable of using a mobile phone and who can read English or Finnish (SciFest’s
target group). The game makes use of the Myst platform, which is based on the
client-server architecture (Laine et al., 2010). Therefore, to access the game, the
player should have a phone with the correct client software installed. For the dura-
tion of the festival we had a booth where we presented the game. We also had
11 phones, with client software already installed, which we could lend to players
(eight Nokia N80 mobile phones and three Nokia N95 phones). If a player owned
an equivalent Nokia smart phone, it was possible to install the client application
on the personal mobile phone. The game uses two-dimensional bar codes that are
attached to specific locations and objects. The players are given a game map, which
is a colour-coded map of the festival, to aid them in navigating the festival area
during the game (Fig. 11.1).
Storyline and user interface. We created a story harmonious with the aim of the
festival. The user interface (UI) is simple, consistent and intuitive with the aim of
keeping the players focused on the game’s content (Fig. 11.2).
Website. The game progress is displayed on the game’s website. It shows the
players’ personal scores. These scores are also logged as contributions to win the
epic battle against the ignorance. The current status of the battle against the igno-
rance is also presented. A gallery of photos, taken by players, and an introduction
to the game and the development team is also included.
Playing SciMyst. Once a player has the mobile phone running the game client
software and a game-map, s/he should subscribe to a specific game-colour-area by
taking a picture of a two-dimensional bar code (Fig. 11.1). The game-map sig-
nals the location of the two-dimensional bar codes which in turn provide access
to the different game-colour-areas. Once a player subscribes to an area, s/he starts
receiving random questions on their mobile phone that are related to the specific
area.
Fig. 11.2 A screenshot of SciMyst shows the hints given to solve the question on the screen. These
hints include information such as the booth number and the game-colour-area where the answer
can be located
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 211
Each question received by the player has a point value and the player must answer
the question in order to receive the next. If the answer is correct, the player is
awarded full points and if the answer is incorrect, the player has two options: re-
try or skip the question. However, if the player decides to skip the question, it will
show up again later in the game. The point value of the question diminishes with
each repetition for the specific player.
After successfully answering a question, the player has the option to “record an
impression” meaning that the player can earn points by expressing him or herself.
The player can “record an impression” by taking a photo of the area and attaching
a comment to it. The player can also change the game-colour-area at will. The only
restriction is that one question, pertaining to the area that the player is present in,
must be solved before moving to another area.
SciMyst includes three game modes:
1. Casual mode consists of the player answering randomly selected questions (mul-
tiple choice or take-a-photo) related to different areas of SciFest. This mode does
not have any time limitations and therefore players are encouraged to find the
correct answers to augment their score. The points collected in casual mode are
presented on the website under the relevant heading. After correctly answering a
certain number of questions in casual mode, the player is given the possibility to
access battle mode.
2. In battle mode the player must solve as many random multiple-choice questions
as possible in a limited time. In this mode points are awarded for correct answers
and subtracted for wrong answers. Once the battle mode has been successfully
completed, the game ends. The points earned in the battle mode are shown on
the website under this heading.
3. Record of impressions is a game mode wherein players can take pictures of the
festival and add personal comments. Additionally, after each question an option
to record impressions is offered. The player earns points for each picture s/he
uploads. The points awarded in the recording of impressions mode are presented
on the website under this mode in the player’s personal score page.
agendas. We visited each booth in search of content the day before SciFest opened
and the first morning of the festival. We explained the purpose of the game and the
kind of questions we required. The instructors aided us in finding and formulating
proper questions.
It is critical for the success of the game that all the active questions are supported
with physical materials found at SciFest. If the exhibitors change the material, or
quit the festival, questions pertaining to their particular booth should immediately
be eliminated.
The second indication is found in the players’ personal impressions of the game,
which are compatible with SciMyst’s design aim:
Very nice way to familiarize oneself with the festival and what it has to offer – Female, 38
years from Finland.
Some Taiwanese visitors submitted essays a few weeks after the festival to the
SciFest organizers in which they discussed their experiences in Finland. One of the
students referred to SciMyst in his composition:
Our group played the cell phone game in which you use a cell phone to answer question and
find answers in SciFest. We could spend the whole afternoon playing the cell phone game
without doing anything else. That’s kind of interesting memory I have – Male, 15 years old.
The players’ feedback provides evidence that SciMyst is appropriate for SciFest
and that the players and the learning context experience is congruent. SciMyst
supports visitors, who are not committed to individual workshops, to learn by
discovering SciFest as the organizers had envisioned. The players search for
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 213
information in the casual mode of the game, they pay attention to their environs
by recording their impressions and they challenge their own understanding of the
festival through the battle mode. The question remains: is SciMyst still appropriate
when we play it in a similar learning context other than the one it was originally
designed for?
There is space for improvement as far as SciMyst is concerned. The content
creation, for example, requires a considerable amount of time and effort. It is not
advisable to create questions for the game only a few hours in advance. We need
to find a better way in which to involve SciFest’s exhibitors so that they contribute
questions earlier. We should also aim to understand SciMyst cycles better so that
we can identify when and how to refresh them to ultimately avoid repetition in the
game. Last, but not least, we should analyze how an explicit riddle-solving game
like SciMyst relates to different ages and genders.
Fig. 11.3 Left: game-map based on the floor plan of the museum. Middle: view of the museum.
Right: access to the game level of a game-colour-area
owned foundation supported by the founding members, held its first exhibition in
1972 and has been open to the public ever since.
The Museum of Technology is located in the Old City of Helsinki, in the histori-
cal buildings of the first Water Utility Company. The Museum’s collection includes
objects, books, photographs and other archive materials. The permanent exhibitions
(∼2500 m2 ) representing chemistry, mining, metal and forestry are located primar-
ily in the round exhibition building that originally housed the first water treatment
facility in Finland. This circular and open exhibition space offers interesting pos-
sibilities but also navigational challenges to visitors as it lacks normal navigational
landmarks (Fig. 11.3).
The museum is constantly searching for better ways in which to convey the value
and significance of the collections and exhibitions to the public. An example of
this is the InnoApaja-project (funded partly by the Ministry of Education) which
has facilitated innovative learning methods by introducing the museum to school
groups as a learning environment (Juurola, 2007). Avara Museo is an EU-funded
project with a similar goal to that of InnoApaja but its target group is working
professionals.
We acknowledge that The Museum of Technology and SciFest are two different
learning contexts which expect different outcomes from SciMyst. Consequently,
we expect a certain amount of ambivalent transfer (or low tolerance) as a general
and governing consensus about the content and activities of the game are miss-
ing. The curators (part of The Museum of Technology learning context) expect the
players to reflect upon simple machines and SciMyst to support its player to find
information that is displayed on-site. We could “dump” the game (Bada et al., 2009)
onto the new learning context, but this action would assure an unsuccessful test, as
it will not reach The Museum of Technology’s aims due to the ambivalence. It is
not possible to build a new HCG as we do not have the economic resources. We
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 215
Fig. 11.4 Possibilities of modifying a HCG in order to maintain congruence in new learning
contexts other than the original for which it was designed
could clone or enhance the game but previous game interventions have shown that
one needs to re-contextualize the game in order to improve its success (Laine et al.,
2011).
Figure 11.4 illustrates our analysis of the possibility to clone, enhance and re-
contextualize an HCG with the aim of adding congruence to the players utilizing
the game in a new learning context. We should recall that an HCG is a locally
designed game for a specific learning context with a clear aim. GS and SMI share
the aesthetics and functionality of an HCG game based on the SCE. We clone an
HCG when the GS is the same as in the original game, but we primarily modify
the aesthetics to match the new learning context. For example, if we modified the
aesthetics (story and UI) we could use the game at another festival. We enhance an
HCG when the GS is the same as in the original game, but we primarily modify
its functionality to match a new learning context. A possible form of enhancement
is to use SciMyst 2008 at another festival but with RFID technology instead of 2D
bar-codes. We re-contextualize an HCG when we modify the GS so that it improves
its congruence of the players’ experience as promoted by the game within the new
learning context. It means we reconsider the circumstances involved in the design
of the game. TekMyst, the game designed for The Museum of Technology, is a
re-contextualized version of the HCG SciMyst.
To re-contextualize an HCG game, we follow four steps:
The first step is to immerse ourselves in the new learning context which allows
us to note the explicit and evident contextual learning differences between SciFest
and The Museum of Technology. Table 11.3 presents the implications of these
contextual differences.
216
Table 11.3 Learning contexts differences of SciFest and The Museum of Technology
Subjective aspect Personal motives to be in the Personal motives to be in the Knowing our audience will
specific location specific location allow us to support them
in their game experience
C. Islas Sedano et al.
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 217
In the second step we join efforts with local role players to identify and
then achieve a common aim. We clearly established that we wanted to transform
SciMyst to test the Hyper-contextualized potentialities of a game for The Museum
of Technology by utilizing the topic of simple machines. Curators and designers
accepted that the new game would not be a perfect HCG for The Museum of
Technology. However the re-contextualized version of SciMyst shows that it could
be in line with The Museum of Technology’s goals.
We agreed that the curators were responsible for the game’s content creation on
the topic of simple machines. The questions would follow SciMyst’s question format
namely multiple-choice and take-a-picture. Furthermore the players should be able
to answer the queries by utilizing the things (information and objects) available
in the Museum. The designers made the modifications (e.g. aesthetic, technical)
needed to suit the content developed by the curators.
The third step is to reconsider the design solutions in order to achieve the com-
mon aim. Once the curators and designers understood the needs of the new learning
context and brainstormed how to best re-contextualize the game, we reviewed
SciMyst’s requirement list. Table 11.4 highlights the requirements modified to
achieve the actual common aim.
All requirements, but two, use the same solution as SciMyst. The first modifica-
tion is that instead of the players discovering what is physically present, they will
follow the path of simple machines. Thus, as opposed to adding questions about
arbitrary objects in the game system, the questions pertain to carefully selected
items that are connected to the simple machines topic. The second modification
is that instead of challenging the player’s personal knowledge of the exhibitions’
content, we now want to challenge the players as regards their understanding of
simple machines. Hence the multiple-choice questions designed to challenge the
players’ knowledge of the exhibition’s content must be transformed to evaluate
the players’ understanding of the topic of simple machines. Therefore, different
off-line activities are involved and the game only evaluates the outcome of the
Re-contextualize
Requirement decision
off-line activity e.g. pulling different pulleys to see which one is the lighter one.
Furthermore, curators and designers agreed that there should be different difficulty
levels for the questions, and thus the game should have different levels.
The fourth step is to be constructive and critical in our contribution. Both
parties worked together to re-contextualized SciMyst to TekMyst. A prelimi-
nary trial a couple of weeks before the official test allowed us to constructively
evaluate our work and identify the improvements which we needed to make to
TekMyst.
11.6.4 Results
There is evidence that TekMyst’s aim, which was to test the Hyper-contextualized
potentialities of a game for The Museum of Technology by utilizing the topic
of simple machines, has been achieved. The first indicator is that The Museum
of Technology sought financial resources to enable them to develop their own
Hypercontextualized Game, which currently has the working title TekMyst 2.
Storyline and user Modified We modified the storyline and the User
interface Interface accordingly. We use the
character in the story to highlight certain
areas and to also represent a narrative
element
Prerequisite for playing Same as in SciMyst –
Website Modified A more comprehensive website [URL:
TekMyst]
Playing SciMyst Modified The game includes levels and the player
should subscribe to the
game-coloured-area level I first. Once the
player has played this level, it is possible
to subscribe to level II of the same area.
Some questions are paired. Thus, one
specific question must be solved first in
order to solve the next
Question’s format Same as in SciMyst –
Content creation Modified Was done completely by the curators
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 219
Another indicator is the responses from the players. The preliminary analysis of
129 questionnaires filled in by TekMyst players indicates that the motivators that
drive the players to finish the game are curiosity and challenge. If curiosity is one
of the main motivators we can assume that they were open to the content that the
game presented to them. The players search for answers to the different questions
on simple machines in the casual mode of the game. To give proper answer to some
of the questions, the players need to perform different activities. The game mode
records impressions and allows curators and researchers insight into what the play-
ers found interesting and note worthy. The final battle mode challenges the players’
understanding of simple machines.
The final indicator we used is a short interview conducted by one of the curators
with two pupils who played TekMyst while their school was visiting the museum.
This interview can be found in a press release (Juurola, 2008). The pupils men-
tioned that they quickly familiarized themselves with the technology and that the
tasks were suitable and challenging and that they recall specific content. The pupils
expressed their desire to return with their parents to test the game. This feedback in
itself is evidence of the level of congruence achieved in TekMyst between the play-
ers producing an effect and the affordances of the learning context. The players’
experience is attuned to the expectations of the learning context.
11.7 Analysis
SciMyst is a HCG developed for SciFest (its original learning context). Thus, the
experience that the game promotes is appropriate or highly tolerant (highly con-
gruent) to the learning context of the festival as expected (Fig. 11.6). However,
if we transfer SciMyst to a similar context our assumption is that it would con-
tinue to promote congruence between the players’ experience and the affordances
220 C. Islas Sedano et al.
Fig. 11.6 Analysis of the congruence of SciMyst with the different learning contexts using Volet’s
framework (Volet, 1999, 2001)
11.8 Conclusions
As an answer to our question “What are the principles that a game designer should
consider when re-contextualizing a game?” we should start by clarifying that in our
view there are not enough contextualized games and even fewer hypercontextualized
ones. Today most digital games do not anchor their system in specific learning
contexts; instead they focus on global accessibility.
11 From Global Games to Re-contextualized Games: The Design Process of TekMyst 221
If one wants to alter a game to fit a new learning context (in our case we decided
to re-contextualize it), we suggest that the following principles be taken into
consideration:
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Chapter 12
Using Serious Games for Assessment
12.1 Introduction
A. Sliney (B)
University College Cork, Cork, Ireland
e-mail: [email protected]
serious game. We give examples that show how relevant (primary and secondary)
information can be chosen, obtained and returned from within serious games. This
information can then be utilised for assessment.
Primary information, direct answers to questions, alone do not fully utilise all
the benefits of serious games. This information is returned to the assessor by most
assessment methods. Without concrete rules, determining the degree of a user’s
abilities, strengths and weaknesses cannot be accomplished exclusively by check-
ing multiple-choice responses. Multiple measures are needed to get a complete
understanding of trainees’ comprehension and competence (Hays et al., 2010).
Serious games have the potential to look deeper into this and other informa-
tion to provide the assessor with all the sufficient information needed to return a
clearer understanding of the user (Froschauer et al., submitted). We will discuss
this secondary data and how it can be used for assessment.
The chapter further explains this background information on assessment within
serious games by providing examples within a number of serious games already in
use (Sliney and Murphy, 2008, pp. 131–136). User action assessment and evalua-
tion are an integral and fundamental part of many serious games. These actions can
be assessed and evaluated by the user (known as self or, novice) or by an instruc-
tor (known as senior or expert). Irrespective of who assesses the actions, much of
the same information is extracted and reported to the assessor. The difference and
advantage that serious games have over structured formal testing is the potential for
retrieving secondary information to extend and advance the assessment procedure.
We discuss how this information can be used to enhance the primary information
gathered. One of the key issues with all forms of assessment is choosing what to
assess. How do you assess a user concisely and accurately? In a task oriented setting,
assessments are made on how the user performed at a specific task. If the assessment
goal is to assess knowledge then these tasks need to be specifically designed for this
purpose. This in turn raises a number of questions, namely which tasks can be used
for assessing knowledge? Are all tasks equal or should different tasks be weighted
differently? These questions need to be given serious thought by the assessor and
the assessment method chosen needs to be flexible enough to cater for the assessor’s
decisions.
For an assessment method to truly report the standard of a user it needs to
recognise their level of overall knowledge and understanding. This again shows
how important it is to understand the goal of the assessment. Each task within the
assessment process needs to be carefully chosen. These assessment criteria are then
evaluated and compared to other assessments, be it the user’s past assessments or
other users’ assessments.
Serious games can potentially gather vast amounts of data. Some of this data can
be derived from the user’s interaction within and with the game itself, and other
forms of data can be gathered from the user’s performance with the tasks at hand.
This wide spectrum of information can make it difficult to assess a user correctly.
Within a serious medical game, should a doctor lose credit for being overly cau-
tious? An example of this might include a simulated patient with the flu; how does
12 Using Serious Games for Assessment 227
the assessor compare a student who immediately diagnoses the patient with the flu,
with another student who first takes the patient’s bloods, then an electrocardiogram
(ECG) and then diagnoses the patient with the flu. In simple outcomes based assess-
ment both students would be equivalent, however the first demonstrates an intuitive
understanding and performed the task quicker. However, in a systems approach to
error and error avoidance, this would be viewed as non-systematic, error prone, and
possibly cavalier. This dilemma is one of the many reasons assessment within seri-
ous games can prove difficult, however it highlights potential advantages a serious
game with a good assessment procedure can have over regular training and testing
methods.
12.2 Assessment
To understand how we intend to use serious games for assessment we will first
discuss the assessment process in general. Before we can setup an assessment pro-
cess we need to have an understanding and answer to three questions. Why are we
assessing? Who is the assessor? What should we measure?
It is sufficient to recognise here that the process exists and involves three major decisions.
The first is a decision on what information is relevant, the second a decision on how to
gather the information, and the third a decision on how to do the reporting, and to whom
(Hols-Elders et al., 2008).
having difficulty. This gives the assessor a lot more firm information with which an
advanced assessment may be undertaken. The possible data that could be returned
to the assessor is endless. It is therefore important this information is filtered down.
This may be done by the designer if they know exactly what information is beneficial
to the assessor or it can be left so the assessor themselves can decide what data is
returned. Either way the prevention of oversaturation is important.
To explain these processes further we have created two prototype serious games,
JDoc (Sliney and Murphy, 2008) and SiteSafety. These prototypes will validate
different methods of assessment by recording different sets of data for different
assessors. Although these differences were chosen to demonstrate some of the many
different techniques both serious games could have used any combination of these
methods.
If questioned lecturers would say that we assess for the following reasons (O’Farrell,
2002):
• To determine that the intended learning outcomes of the course are being
achieved
• To provide feedback to students on their learning, enabling them to improve their
performance
• To motivate students to undertake appropriate work
• To support and guide learning
• To describe student attainment, informing decisions on progression and awards
• To demonstrate that appropriate standards are being maintained
• To evaluate the effectiveness of teaching
In the early 1990s the two primary reasons for assessment were to find out how
well are students learning and how effectively are teachers teaching (Hays et al.,
2010, pp. 1–5; Angelo, 1993). Two decades later this still remains true. One advance
to this statement is the addition of “what” to the who is doing the teaching. The
updated 2011 version could read; the two primary reasons for assessment are how
well are students learning and how effectively are they being taught (Spragins, 1966,
pp. 223–230). A teacher being involved in learning is becoming a less common
situation (T. Anderson, 2004, chapter 5). Online teaching has a much a place in the
teaching domain as the classroom.
In order to assess correctly you need to know the goals of the assessment. Why
assess? Knowing why we are assessing gives us clarity in what to look for when
within the assessment (Shepard, 2000, pp. 4–14). Do we want to know the standard
of the student? Do we want to group the students? Do we want to know how effec-
tively they are being taught? Do we want to know the standard of the teacher or the
method used to teach? Each of the many reasons for assessment alters what you are
looking for within the assessment.
12 Using Serious Games for Assessment 229
When a teacher wants to know if the class has learned their eight times tables he
can simply give the class a written test. Once corrected, he knows if each student
is up to scratch. He also gets information on the quality of his teaching. If so they
can move forward to their nine times tables but if not they will have to spend more
time on their eights. Knowing why we are assessing lays the foundation for the
assessment.
Grading is the primary and most widely used reason behind assessment. Without
the facility to grade and label we lose the consistency and focus assessment brings
to training. A patient would not use a doctor that is self proclaimed competent but
has never been assessed. His abilities may be at a high standard but without clarifi-
cation his skills will always come into question. Proof beyond the skill learned is an
essential necessity. This proof is acquired by some form of assessment. With the pro-
gression of computers new methods of assessment are being created, validated and
used daily. From the familiar computer-based multiple choice questions (MCQs)
(Ramesh et al., 2005, pp. 1–15) to the use of video conferencing (Jill Winters and
Jack Winters, 2007, pp. 51–57), computers have extended the possibilities of assess-
ment. Not all methods of assessment are comparable nor should they be. Assessment
will always be driven by the situation its needs grew from. Some situations call for
a form of computer based assessment where for others a basic pen-and-paper test
would suffice.
The assessor is for obvious reasons essential to any assessment. The assessor may
be a master of the subject. It may be computerised results. It also may be the student.
No matter who assesses these actions, be it in a serious game or a structured formal
test, much of the same information is extracted and returned to this assessor.
There are many differences between self assessment and master assessment
(Anon, n.d., pp. 287–322; Pandey et al., 2008, pp. 286–290). Self-assessment helps
students build self-reflection skills and identify areas of improvement (Sandars,
2009, pp. 685–695). Once mastered, in addition to judging one’s own work, the
concept of self-assessment develops skills in self awareness and critical reflection.
Many of the benefits of peer assessment apply to self-assessment. When students
self-assess they have a clear understanding of how and why they made each deci-
sion (Falchikov and Goldfinch, 2000, pp. 287–322). When someone, other than the
person being assessed, is the assessor they only have the data that is returned to them
to try and understand the students’ reasoning. This returned data is the only infor-
mation the assessor has to make an evaluation of the student’s performance. For the
assessor to evaluate correctly this information needs to be a true representation of
the user’s actions. If the user makes any relevant action or decision this needs to be
portrayed in the returned information.
The assessor is the key to any assessment. They need to decide what assessment
method to use, what information they need returned and how they will interpret this
information.
230 A. Sliney and D. Murphy
2009, pp. e18–e23). Simulation takes advantage of the benefits from learning by
experience or experiential learning (Kolb, 1984, pp. 19–38). Conventional training
methods comprised of texts and images provide restricted possibilities to describe
a difficult context, whereas three dimensional views of complex situations can
sometimes increase understanding giving simulated training.
A person’s competency in a test environment is not always equal to contex-
tual competency. Simulation goes some way to removing this issue by making
the test environment as similar to the end environment as possible. The two main
forms of simulation are recreational acting and computer simulation. Recreational
acting has many advantages over computer simulation and therefore used where
feasible (Collins and Harden, 1998, pp. 508–520). Simulated environments, as
advanced as they have become, cannot yet compete with reality. The cost and
time associated with recreational acting is a major barrier when it comes to using
it for assessment. Assessors and actors are needed for each run of the simu-
lation. Continuity also comes into question when using actors. Taking this into
account computer simulation becomes the primary choice for many assessment
circumstances.
Assessment within serious games has always been challenging (Nielborg, 2004).
How do you assess a user concisely and accurately? Assessments need to be made
on how the user performed a variety of tasks. These assessments are then evaluated
and compared to other assessments, be it users past assessments or other users’
assessments.
Many articles and books have been published on the benefits of serious games
for learning (Amoia and Gardent, 2011; Michale and Chen, 2010; Hargreaves, 2009;
Smothers et al., 2008). This list continues to grow as the standard of serious games
progress. Many of the current serious games available have methods of assessment
built within as a resultant to learning but very few are built primarily for assessment.
Just as many learning platforms contain methods of assessment many assessment
methods have the extra capacity of being used as a learning environment. Although
serious games being built primarily as an assessment tool are still rare many serious
games built for learning are embedding assessment practices within (Stone, 2008,
pp. 1–22; Amoia and Gardent, 2011).
K. Corti believes that assessment is a key area that can be advanced by serious
games. He believes that immersive simulations and complex serious games offer
the opportunity to address some of the major weakness of traditional eLearning and
classroom instruction. Assessment is one of the most obvious of these (Hays et al.,
2010; Sliney and Murphy, 2008; Corti, 2008).
There are many companies that are experts in e-learning and virtual reality
simulation. One such company is Skills2Learn. They develop e-learning, virtual
reality, serious-games and creative multimedia solutions. Using virtual reality as
an assessment solution allows learners to be left to their own devices in a controlled
232 A. Sliney and D. Murphy
Measuring and returning the correct information is a key factor in any tests validity.
To work out what information is needed for a correct assessment firstly the goal of
the assessment needs to be understood. If the assessment goal is to purely certifica-
tion then the only information that needs to be returned is pass or fail. Conversely
if the assessor wants to know a student’s strengths and weaknesses the amount of
information that could be returned is endless. The assessor should be able to be
able to answer the below four questions on each section of work or task assessed
(O’Farrell, 2002).
Serious games and other computer based assessments have the potential to return
countless amount of information. For this reason more time needs to be given to
making sure the correct data is returned to the assessor. 3D environments surround
the users with vast amounts of information. Knowing what information is relevant
and beneficial for the goals of the assessment helps utilise the benefits a serious
game can give as an assessment tool. Only relevant data should be returned to the
assessor. Returning excess data can saturate the data the assessor needs to look
through whereas by not returning all potentially relevant data you may miss an
important piece of diagnostic information. Giving the assessor the ability to choose
what will be returned to them gives the assessment process the flexibility to fit the
assessment needs.
In JDoc, one of our example serious games, an important element of the assess-
ment process is “time spent”. To exploit the benefits of this element choosing the
correct amount of information to return to the assessor is essential. If we were
to return the minimum amount of information captured by time spent we would
simply return the overall time taken for the scenario. Although this is does tell
us how long someone took to complete the scenario it does not let the assessor
know why it took them that length of time. If we were to return all the infor-
mation acquired by time spent we would be returning where the user was every
second within the scenario. This is information overload. Although the assessor
could trawl though these figures and get a good understanding of exactly why the
user took a length of time completing the scenario this is not practicable and may
cause the assessor to miss other important information. The key to returning the
relevant information is knowing what stages of the scenario are significant. Do we
need to know how long it took the user to get to the hospital? In some assessments
this is significant information in others it is irrelevant. The assessor needs to be
able to decide the relevance of different situations within the scenario before the
assessment takes place. Therefore it is the assessor’s decision on what information
they will leave out and what information they want to include in the assessment
report.
When I am deciding what information is to be included in the assessment
report I split it into two collections; primary assessment information and secondary
assessment information. Primary information is any essential information that the
assessment process would not be valid or reliable without. All the answers in
a MCQ would be primary assessment information. The assessment may still be
valid without returning one of the MCQ’s answers but as a group they are clearly
essential to the assessment process. Secondary assessment information is data cap-
tured within a scenario that helps advance the assessors understanding of the users’
actions. Without this information the assessment would still be valid and reliable.
Capturing and returning this data helps assessors get a deeper understanding of
the user. This deeper understanding is just one of the reasons we believe serious
games have the potential to advance assessment. Incorporating secondary infor-
mation within the assessment process gives serious games another advantage over
traditional formative testing.
234 A. Sliney and D. Murphy
One difference and advantage serious games have over structured formal testing is
their potential for retrieving secondary information. They can advance assessment
by obtaining and utilising more information. This information can be used to add
greater depth and scope to the primary information gathered. Secondary data is any
data that can be collected throughout the user’s use of the simulator. This data
has many uses that can sometimes be overlooked. The key attribute of secondary
data is its reliability. Users spend different times undertaking different tasks. Some
become stressed, some don’t. It is this variability combined with its reliability that
makes secondary data excellent for assessment.
There are many different programming methods to capture the above informa-
tion. Trigger Boxes have advantages over other methods as they bring an ease of
understanding and visualisation to the creator of a serious game scenario. The asses-
sor can use these techniques to capture any information they believe may be relevant
to the assessment process.
12.5.1 JDoc
JDoc is an interactive, computer-based cognitive 1st and 3rd person junior doctor
simulator. It is used to train and teach junior doctors (Sliney and Murphy, 2008). It
is a simple, cheap and easy-to-use development model, where people are assisted
by information technology. It can be installed on any home computer that meets
the minimal required specification. The users’ actions are continuously logged for
reviews and revision by either the user or by a senior doctor dependent on which
situation is preferred. Interactive prototypes of specific fidelity enable a better under-
standing of end-users and their tasks, lead to a better collaboration and make it
possible to produce better software faster. Realistic prototypes help resolve detailed
design decisions in layout, visual presentation, and component selection, as well as
finding points in interaction design and interface behaviour (Fig. 12.2).
The purpose of the JDoc is to familiarise junior doctors with the day-to-day
stress of a hectic hospital. By simulating patients and creating scenarios using basic
parameters provided by senior doctors, JDoc supplies junior doctors with valu-
able (virtual) experience, which otherwise may be difficult to obtain due to many
constraints such as cost or time.
It both immerses the player in the believable world of a busy hospital at night and
educates them as to the diagnostic procedures and medical criteria required while
working on-call in a hospital ward. When the simulator is fully loaded, the user has
to proceed from waiting on call to assessing the patient. When the user has finished
using the simulator, all actions can be reviewed and assessed either by themselves
or their supervisor in an individual txt file. Once a junior doctor logs onto JDoc they
236 A. Sliney and D. Murphy
take control of a doctor model (an on call junior doctor). JDoc creates a file under
the doctor’s name in which all their actions are documented. The user must make
his way to the hospital and then find and assess the patient. To accomplish this they
must talk to other doctors and nurses (Non-Player Characters (NPCs)) ask questions
and follow the correct protocol in assessing the patient. Each assessment and every
reaction from the in-game doctors and nurses, and factors like ECGs, blood test
results and patient history can differ as the senior doctors create a new scenario.
When we began to design the assessment procedure within JDoc we had to make
important decisions that would dictate how JDoc’s users would be assessed. Who
was going to assess the actions of the user? Was JDoc intended as a testing facility
or a training facility? The difference being, if JDoc was set up as a testing program
a senior doctor would have to extract and assess the users’ actions whereas if JDoc
was set up simply as a training tool then the user would have to assess his own
actions. If a senior doctor was to assess a users’ action then they would need a lot
more information than simply the actions taken and answers given. They would
need many other factors such as time taken at each action, what order the actions
were taken, how many times the user repeated an action, what information did the
user ask for and what information was given for each answer etc.
JDoc set out as both a testing and training program. In order for a senior doctor to
correctly assess a user of JDoc they would need to know everything about the users’
experience within the simulator. JDoc is set around a 3D environment which leads
12 Using Serious Games for Assessment 237
to difficulties capturing all the user actions. Trigger boxes are used to overcome
this problem. By placing trigger boxes at all significant points of the simulator we
can capture relevant secondary information. Examples of such, did the user enter a
room? What path did the user take? Three functions are connected to each trigger
box, onEnter, onExit and whileInside. With these three functions it is possible to
record all the users’ input actions. By knowing exactly how efficient a user is at a
task we are able to select test items according to the ability of the student.
How many trigger boxes used is decided by the creator of the scenario. The
number depends on the quantity and quality of the secondary information required.
In Fig. 12.3 we only use two trigger boxes we can still acquire a lot for information.
For example; did the user go to reception? How many times he went to reception?
How long he stayed at reception? Did he listen to all the receptionist had to say or
did he leave mid sentence? Did he ask for directions? How many times did he ask
for directions? How long before he made his way upstairs? Did he come down stairs
again? Other trigger boxes could have been added in one of the rooms downstairs
but the extra secondary data acquired by this trigger box (in this scenario) would be
irrelevant to the assessment.
It is from these triggers boxes that the sample report below is generated
(Fig. 12.4). The creator of this scenario decided what data retrieved should be
printed out in the report. This method is elastic and easily extendable to add more
or less data dependant on the requirements of the report. The creator could print all
data captured to the report or simply just a few important lines. Each scenario will
differ. With one scenario you could have many different assessment setups, again
dependant on who is looking at the report and what information they are looking for.
If the user himself is reading his own report, the creator can add redefined correc-
tion lines (below). If the user does something incorrect it will appear on the report
so he can see and learn from his mistakes making self assessment and reflection
possible.
Assessment is defined upon designing a new scenario by its creator but can be
easily adapted many times to suite the reports needs.
With the addition of a “timer” as well as trigger boxes, we advance the assess-
ment process. Examples of this include the ability to pinpoint students’ strengths
and weaknesses’ using selections and trigger boxes, where as the incorporation of
time spent on a task can be used to infer “proof of rising” benefits.
Figure 12.4 is a shortened version of a report given to an assessor. It contains
example secondary information captured by the timer and trigger boxes.
12.5.2 SiteSafety
Secondary Secondary
Questions Questions
Incorrect Correct Incorrect Correct
Answers Incorrect Answers Answers Response Incorrect Answer Answers
as simple supplying a student with the required information to help them progress
in the assessment. Having this information available to the student helps them to
move forward and be assessed on other sections of the assessment. This “supplying
of help” needs to always be returned to the assessor. Returning to the assessor that
the student needed this information to move any further gives them diagnostic infor-
mation to help advance their assessment process. In paper based tests if a student
did not understand one section of a question they may not be able to continue to
sections they do understand.
Scenarios within a serious game have the advantage of being dynamic through-
out the assessment process. They can be built to adapt towards the users’ skill level.
Dependant on how well a user does on one section can dictate what help is avail-
able in the next section. This method stops users from falling at the first hurdle
(Fig. 12.6).
JDoc and SiteSafety are both setup as adaptive diagnostic assessment tools. They
both contain techniques to move advanced users onto advanced topics but also con-
tain means for a student struggling on a section to obtain help to progress. If a
student does move forward to an advanced topic or requires help on particular topic
then this is recorded and returned to the assessor as vital diagnostic information.
The scenarios within JDoc have a start and ending but unlike most assessment proce-
dures are not linear. The methods used to return information to the user allows JDoc
to be used as a adaptive diagnostic tool. Returning what information and where the
user required this information can then be returned to the assessor. The main assess-
ment section within JDoc is diagnosing a patient. Throughout each simulation the
user undertakes multiple tasks. They talk to Doctors, Nurses, and Receptionists.
How well they do on these tasks dictates variables within the next task. If they give
bad advice to the doctor then the next nurse will give them extra information on the
patient. The assessor sees all this going on in a report. If the user should not have
needed this help then the assessor will not look kindly on them receiving it. The
assessment becomes more real. If a student was stuck in a real situation they would
12 Using Serious Games for Assessment 241
be given help. If it was something they should not have needed help with then it
would be frowned upon. Within JDoc all the student’s actions before assessing the
patient dictates the diagnosis difficulty. The students who return all the correct infor-
mation in the run up to the patient assessment are given a difficult patient. Secondary
assessment data can also be used to dictate the direction a scenario can go. Within
JDoc “time” is one measurement used for secondary assessment data. If a student
takes too long assessing a patient or wastes time with incorrect assessment actions
then the patient may turn critical. If the assessor sets up the scenario correctly each
user should find their own correct level. Every student should be pushed to their
limit. At the end of the assessment the assessor should know exactly what issues the
student has and where they need to improve.
SiteSafety is also adaptive assessment procedure but in a very different way to JDoc.
JDoc’s main assessment goal is to find each student’s weakness. SiteSafety’s main
assessment goal is to certify the user. These different goals dictate which adaptive
methods can and cannot be used. As SiteSafety needs to be consistent across users,
the game adapts has to kept within limits. Giving users help that would mean they
could not get certified would be pointless. SiteSafety’s assessment process is task
orientated. It is made up of four scenarios. For a user to become certified they need
to complete each scenario. Unlike JDoc these scenarios are independent of each
other and how the user does in one will not affect another.
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Chapter 13
Designing and Evaluating Emotional Student
Models for Game-Based Learning
Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, and Luis Neri
13.1 Introduction
K. Muñoz (B)
Faculty of Computing and Engineering, School of Computing and Intelligent Systems,
Intelligent Systems Research Centre, University of Ulster, Derry/Londonderry, UK
e-mail: [email protected]
focused on the creation of a new generation of ITSs and educational games, which
are capable of recognising and showing emotion (Picard et al., 2004; Sykes, 2006).
The ultimate goal is to encourage students’ learning and understanding whilst
achieving and maintaining students’ motivation and interest. Our research is mainly
focused on this endeavour.
The challenges involved when reasoning about students’ emotions are to know
how and when emotion arises, to understand which factors determine an emo-
tion or an affective state and determine what emotions are relevant to the learning
experience. In addition, it is important to know that personal preferences and dif-
ferences influence the presence and communication of an emotional state (Conati
and Maclaren, 2009). Therefore, it is important to deal with the inherent uncertainty
of the emotional domain. Also, in education, the effects of positive and negative
emotions are not totally understood. It is also not always clear what should be
the appropriate response to a student’s emotion (Alexander and Sarrafzadeh, 2008;
Lepper et al., 1993; Schutz and Pekrun, 2007). Additionally, the creation and accep-
tance of educational games involves creative design and academic concerns, such as
the difference between game content and curriculum content and resistance to the
idea that games can be an effective method of teaching (McFarlane et al., 2001).
In this chapter, we focus mainly on how to develop an emotional student model
that can reason about students’ emotions using observable behaviour, i.e. interac-
tion data, and questions answered during game dialogue. Our emotional student
model is focused on reasoning about achievement emotions, which are experienced
in academic settings and arise in response to activities and their outcomes when
the quality of achievement is judged according to established standards (Pekrun
et al., 2007). Therefore, our emotional student model uses Control-Value theory
from Pekrun et al. (2007) as a basis for representing emotion. The theory is an
integrative framework that assumes that control and value appraisals are the most
significant factors when determining an emotion. Control-Value Theory has not pre-
viously been employed to create a computational and emotional student model. Our
approach employs Probabilistic Relational Models (PRMs) to facilitate the deriva-
tion of Dynamic Bayesian Networks (DBNs), which enable us to handle uncertainty
effectively. In addition, we discuss what features an emotional game-based learning
environment of this nature must have in order to achieve this goal.
This work is summarised in six sections. In Section 13.1, we provide a succinct
overview of the challenges involved and we discuss the state of the art of educa-
tional game-design, evaluation of affective applications and emotional game-based
learning environments and the different research approaches employed by the new
generation of ITSs to recognise and respond to emotion. Section 13.2 focuses on
our research approach, emotional student model and the description of an affective
enhancement of the Olympia architecture (Muñoz et al., 2009). In Section 13.3, we
discuss the application of our research to a specific case study – the design and
implementation of PlayPhysics, an emotional game-based learning environment for
teaching Physics at undergraduate level. PlayPhysics was developed using Java, the
Unity Game Engine, 3D Studio Max and Hugin Lite. Section 13.4 discusses the
results of the evaluation of our emotional student model. Tests were conducted
on 79 students enrolled in an undergraduate engineering course at Tecnólogico
13 Designing and Evaluating Emotional Student Models for Game-Based Learning 247
factors that determine relevant affective and emotional states, researchers comput-
ing have focused on observing, annotating, recording and analysing students and
lecturers’ interactions (Alexander and Sarrafzadeh, 2008; D’Mello et al., 2008) or
reviewing research in education and cognitive psychology (Conati and Maclaren,
2009; Del Soldato and Du Boulay, 1995). It is important to emphasise that there
is not a universal classification of emotion (Ortony et al., 1990). Additionally, the
context where emotion arises influences the type of emotions that are frequently
observed (Pekrun et al., 2007). Therefore, determining the emotions relevant to the
specific learning experience also constitutes a challenge.
Two key features that must be accomplished by computer tutoring, in order
to effectively adapt to students, are: (1) effectiveness of representing and han-
dling domain knowledge to achieve flexibility in different teaching situations and
(2) believability of the communication of pedagogical responses (Lester et al.,
1997). Therefore, research has focused on implementing Embodied Pedagogical
Agents (EPAs) (Lester et al., 1999) and synthetic characters (Dias et al., 2006).
Their common challenges are adapting to changes in the environment, incorpo-
rating planning and execution mechanisms and performing collaborative activities
(Johnson et al., 2000; Mateas, 1997). Since emotion modelling is a relatively new
and unknown field, it is not clear how computers should respond effectively to stu-
dents’ emotions (Pekrun et al., 2007). As a result, research has focused on observing
teaching-learning interactions to identify suitable responses (Lepper et al., 1993;
Porayska-Pomsta et al., 2008).
is a mixture of diverse entities and the resultant interaction between them (Rollings
and Adams, 2003). A way of creating gameplay is setting challenges, which can be
of different types. Types of challenge highly related with the educational domain
are: (1) logic and inference challenges, which confront players’ skills to take the
best course of action by grasping and using information; (2) knowledge-based chal-
lenges, which depend on the player’s knowledge, which can or cannot be acquired
through the game world; (3) moral challenges, which rely on meta-ethics and the
player’s view, develop from general aspects to more specific ones and may be of
universal, cultural, tribal and personal character, and (4) applied challenges, which
are comprised by a combination of pure challenges, e.g. races, puzzles, exploration,
conflict, economies, concepts, applied to a specific situation.
On the other hand, there are design paradigms, which describe how to incorpo-
rate games into learning environments. As an example, the Fuzzified Instructional
Design Development of Game-like Environments (FIDGE) model is an instructional
design development model (IDDM) for designing, developing and implementing
game-based learning environments. It is comprised of phases, e.g. pre-analysis,
analysis, design, development and evaluation. The progression between phases is
not linear and is without clear established boundaries (Akilli and Cagiltay, 2006).
Its key characteristic is an awareness of real-world uncertainty, since it was created
using real life scenarios for reference. The strategies proposed by the FIDGE model
offer time management efficiency, early decision making about the technology to
use, continuous evaluation and flexibility and modularity of the final product.
In addition, it is important to remember that the adoption and acceptance of the
final product depends on understanding correctly the learners’ and lecturers’ needs.
As an example, the Demographic Game Design 1 (DGD1) is a design model used
to take into account the player’s styles or preferences during the design process.
The evaluation of affective applications focuses on two key goals: (1) knowing
whether the emotion demonstrated by the computer application was genuine, i.e.
naturally expressed (Höök, 2005) or (2) ensuring that the emotion experienced by
the student was accurately identified (Conati and Maclaren, 2009; Conati, 2002).
Context and cultural differences have to be considered when attempting to achieve
effective emotion modelling employing EPAs or synthetic characters. The aims are
to understand how end users react to applications that show emotion or affect and
to achieve design that ensures effectiveness and facilitates the application’s accep-
tance. Methods employed to evaluate these systems are quantitative-scientific and
open-ended interpretation (Höök, 2005). Quantitative-scientific methods encounter
difficulty trying to capture a more detailed view of end-users’ interaction experience.
13 Designing and Evaluating Emotional Student Models for Game-Based Learning 251
Open-ended interpretation offers results that are temporary and culturally depen-
dent. However, it provides results that are user-specific instead of results that can be
generalised to a particular population.
Höök (2005) proposes an evaluation method at two different levels of interpreta-
tion about cases where the system was unsuccessful at attempting to communicate
its intention. The first level is related to knowing if the student understands the
expressed emotion, and the second level is about determining if the system can
understand students’ emotions accurately. The most frequent problems experienced
in the design and implementation of these kinds of emotional applications are syn-
chronization, contextualisation, users’ interaction control, timing and realism. The
latter is related to users’ beliefs and expectations about the response that avatars
which look like humans should be capable of offering.
Wizard-Of-Oz is a method employed to design and evaluate emotional appli-
cations and involves making users believe that they are interacting with the
computational system when they are actually interacting with a human (Andersson
et al., 2002) . Its main advantage is that the possible answers to users’ interactions
are unlimited.
On the other hand, focusing on the problem of evaluating the accuracy of an
emotional system recognising or reasoning about emotions, research has included
interfaces to register students’ self reports at anytime or to interrogate students
about their emotional state over time (Conati, 2002). Statistical methods are then
employed to search for a significant correlation between the interaction data and
the reported emotion. This method may be perceived as intrusive. Another method
employed is to use expert judges for observing, annotating and reviewing interac-
tion videos or other type of material. The judges determine the emotions experienced
over time by users (D’Mello et al., 2008). As was stated earlier, an expert human can
recognise emotion with approximately 70% accuracy, which represents a limitation
for this approach.
In the next section we focus on describing in detail our proposed emotional
student model taking the reviewed state of the art into account, the research
methodology involved and the affective enhancements proposed for the Olympia
architecture. Olympia (Muñoz et al., 2009) combines ITSs and game-based learn-
ing environments. It is applied to the specific case study of teaching Physics at
undergraduate level, since a key challenge is to encourage learning to assist students
understand the underlying theory.
For the outcome-retrospective emotions (Fig. 13.4), we employed the same ran-
dom variables selected for the activity emotions (Fig. 13.3) and we added the random
variable related to the student’s decision to publish the achieved result, i.e. result
published, which allows all the students to view each other’s progress. At the end
of each challenge a list with the ten best scores is displayed to give the students the
possibility of competing for the best result.
From PRMs in Figs. 13.2, 13.3, and 13.4, three DBNs were derived employ-
ing random variables. The outcome-prospective emotions DBN derived from the
PRM in Fig. 13.2, is shown in Fig. 13.5. As a first approach, it is assumed that all
these variables are related to appraisals of control and value. However, we need to
know which variables are actually relevant when identifying category membership.
Multinomial Logistic Regression is employed for this purpose, since control and
value appraisals are qualitative regressors, i.e. categorical variables. This approach
does not hold assumptions of multivariate normality or homogeneity of variance-
covariance matrices (Kinnear and Colin, 2010). As an example of the possible
categories, Table 13.1 shows the corresponding appraisals of control and value for
the activity emotions according to control-value theory. Once the interaction data is
analysed through Multinomial Logistic Regression and we change the structure of
the DBN according to these results, we can employ probabilistic methods based on
the data of our population to calculate the probabilities on the CPTs.
Table 13.1 Control and value appraisals for activity emotions by Pekrun et al. (2007)
As stated earlier, involving the user in the design, implementation and evaluation
loop is important when attempting to achieve an effective and functional application.
Hence, to determine the design and implementation requirements of PlayPhysics,
we conducted an online survey with 4 lecturers and 53 students at undergraduate
level in an introductory Physics course at Tecnológico de Monterrey (ITESM-
CCM), Mexico and Trinity College Dublin, Ireland. It was noted that students
reported that the most difficult topics of Physics are Newton’s laws for particles
and rigid bodies, principles of circular and linear kinematics, vectors, collisions and
linear momentum.
PlayPhysics is a Role Playing Game (RPG), where the student is an astronaut
on a mission to save his or her mentor, who has been trapped on a space station,
Athena. The mentor, Captain Foster, is injured and was unable to escape when the
rest of his crew abandoned the space station, after the station’s computer, VNUS,
was attacked as the result of a computer virus. The first level of the game is about
docking the spaceship, Alpha Centauri, with Athena using the student’s knowl-
edge of Physics. To ensure alignment with curriculum requirements, an expert in
Astrophysics assisted us in modelling the domain knowledge, the marking scheme
13 Designing and Evaluating Emotional Student Models for Game-Based Learning 259
To complete this first goal, the user is prompted to select suitable values for:
(i) the direction of the acceleration, (ii) its magnitude, and (iii) the spaceship’s ini-
tial speed, vi (see Fig. 13.9). These are the exploration variables for this scenario.
The possible choices for the direction of the acceleration are towards or away from
Athena’s position. The available range values for the spaceship’s acceleration and
initial speed, which the student has to choose from, are respectively: a C [0,100]
m/s2 and vi = [1000, 2000] m/s.
13 Designing and Evaluating Emotional Student Models for Game-Based Learning 261
Note that, first of all, the student should choose the acceleration direction away
from Athena, in other words, the opposite direction to Alpha Centauri’s initial veloc-
ity, in order that the Alpha Centauri decelerates and stops just below Athena’s
rotational axis. If the student chooses the acceleration towards Athena, which is
in the same direction of the Alpha Centauri’s velocity, the spaceship will accelerate
forever and so will never stop and hence it will be lost in space.
Once the student chooses the correct deceleration direction, he or she has to select
the appropriate values for a and vi , from the given value ranges, which make the
Alpha Centauri decelerate and stop just below Athena’s rotational axis. The student
has to realise that the Alpha Centauri’s motion has to be rectilinear with constant
deceleration. To calculate both, the distance travelled by the Alpha Centauri, d, and
the required time to stop, t, Equations (13.1) and (13.2) are applied.
v2i
From kinematics we know that d = (13.1)
2a
vi
and t = (13.2)
a
Additionally, there are some constraints that should be taken into account:
• The acceleration magnitude, a, should not be greater than 40 m/s2 . This value
is nearly four times the gravity acceleration on Earth’s surface, i.e. approxi-
mately 4g. Otherwise, the student feels sick, dizzy and blacks out. When this
occurs and the student asks for a hint. PlayPhysics’ learning companion, M8
robot, tells the student what the error is, enabling the student to select a smaller
value than this limit.
• The calculated distance d has to closely match the distance, D, which is randomly
assigned within a predefined range by PlayPhysics. From the selected values for
a and vi . PlayPhysics calculates d using Equation (13.1) and compares it with the
value of D. PlayPhysics also calculates the relative error of the distance, which is
defined by:
|d − D|
ed = (13.3)
D
We assume that the maximum allowed relative error is 0.10, or 10%. If the error
is equal to or less than 2%, the student achieves the best performance. When the
relative error ed is less than or equal to 0.10, we assume that the spaceship did
stop at the right position just below Athena. Otherwise, the distance travelled by
the spaceship was too short (d<D) or too far (d>D) from Athena’s rotational axis.
In this case, the M8 robot explains to the student the error, if the student asks for
a hint after committing this mistake. The relative error can be modified, if the
lecturer wishes to make it more challenging.
262 K. Muñoz et al.
• The required time to stop Athena, t, should not exceed the allowed time T for this
mission. From the selected values for a and vi , PlayPhysics calculates t according
to Equation (13.2) and compares it with the value for T, which is generated ran-
domly. If t > T, the M8 robot explains to the student that the fuel was exhausted
so has to start the challenge again.
In order to succeed at this first challenge, the three constraints previously dis-
cussed must be satisfied. If the student succeeds he or she is congratulated (see
Fig. 13.10) and allowed to continue with the next stage and choose to publish their
score, making it available for viewing by other students.
The values corresponding to the restricted variables D and T, and the interac-
tion variables, a and vi , were selected so that the problem solution is non-trivial.
The difficulty level of the problem depends on the initial values set for T and D. If
T and D are large quantities, there is a wider range of values to choose for both a
and vi , so that a and t do not exceed their limit values (a < 40 m/s2 and t < T). On the
other hand, if T or/and D are small quantities, the range of values that can be chosen
for the values a and t is smaller. Therefore, there is a larger probability of exceed-
ing the respective limits of these variables. As an example, if PlayPhysics initialises
D = 60 km and T = 90 s, a successful selection of values may be a = –25 m/s2 and
vi = 1732 m/s. As a result, a < 40 m/s2 , 1000 m/s < vi < 2000 m/s and t = 69.3 s < T.
Finally, it is important to mention that for a successful set of selected values
Fig. 13.10 M8 robot congratulating the student for the level of performance achieved
13 Designing and Evaluating Emotional Student Models for Game-Based Learning 263
PlayPhysics’ first challenge and emotional student model, specifically the outcome-
prospective emotions DBN, were evaluated through a test with students of
Engineering at ITESM-CCM. The evaluation was conducted as follows: first, we
asked students to solve an online pre-test, making them aware of their actual knowl-
edge of the topics taught by PlayPhysics. Then students started their interaction
with PlayPhysics’ first dialogue and reported their emotional state before perform-
ing PlayPhysics’ first challenge. While performing the first challenge, students could
report their emotion anytime, and the M8 robot would remind them to do so peri-
odically. Every time that the outcome percentage was displayed to the student, the
student reported their emotion towards the outcome achieved.
In previous research (Muñoz et al., 2011), the outcome-prospective emotions
DBN was designed, calibrated and evaluated to the point of achieving 70% accuracy.
We noted that confidence towards the possible level of performance and the attitude
beliefs towards Physics were the relevant random variables for the prediction of
category membership of control and value appraisals. Here, we assessed again the
accuracy of classification of this DBN with the data obtained from 79 students (54
men and 25 women) aged 18–23, when they interacted with PlayPhysics’ game
dialogue. Results are shown Fig. 13.11. Table 13.2 shows the contingency table
corresponding to these results. Negative and neutral emotions were again classified
with more accuracy than positive ones (77.42%). However, positive emotions were
reported more frequently.
These results validated our previous findings. The final outcome-prospective
emotions DBN is shown in Fig. 13.12. To determine the significance of our find-
ings and their generalisation to this specific population of students, we employed a
Binomial test or Bernoulli trials, since our population and amount of data collected
is small and Chi-square test (χ2 ) can be effectively applied on and interpreted using
large populations and quantities of data.
264 K. Muñoz et al.
Fig. 13.11 Reported emotion vs. inferred emotion for the outcome-prospective emotions DBN
Recognised
The Binomial test is a non parametric test that it is employed in experiments that
have the following characteristics: (1) there is a fixed number of indistinguishable
experiments or trials, (2) the outcome of each experiment can be divided into two
dichotomous categories, e.g. success or failure, (3) the experiments’ outcomes are
independent and (4) the probability of a successful outcome is the same in all exper-
iments. The binomial probability model enables us to set a probability to a specific
number of observations related to the happening of an event over n Bernoulli trials
(Kinnear and Colin, 2010). To ensure that the statistical test has the sufficient power
to reject the null hypothesis we employ the statistic g, an index of effect size, which
states the difference between two populations. The statistic g, Equation (13.4), is the
difference of the proportion of the outcomes in the category (P) and the probability
of an outcome supporting the null hypothesis (p).
g = |P − p| (13.4)
The first step for applying Binomial test is to define the null and alternative
hypotheses. In our case, we want to validate that the accuracy of classification of our
emotional model, e.g. outcome-prospective emotions DBN, is at least of 70%, which
corresponds to a probability of 0.7. From Table 13.2, we can signal that 31 cases
correspond to negative and neutral emotions reported by students. If our emotional
student model has an accuracy of 50%, it is not considered an accurate classifier.
Hence, the null and alternative hypotheses are defined as follows:
H0 . p = 0.5
HA . p = 0.5 (At least 0.7)
The observed probability (p), corresponding to the accurate classification of 24
cases of negative or neutral emotions, was calculated as P = 0.771 . Accordingly, the
probability of classifying 7 cases incorrectly is p = 0.23. The p-value is 0.003. To
know the effect size, we calculated the statistic g, g = 0.27. Using these results, we
can reject the null hypothesis and affirm that our emotional student model identifies
the emotions in the negative and neutral set, with an accuracy equal to or above
70%. In addition, the effect size of this test is large.
If we conduct the same analysis for the total number of cases correctly classified
in the positive and negative-neutral sets, which corresponds to 54 cases out of 79,
(see Table 13.2), we achieved an observed probability of 0.68 ≈ 0.7 and a p-value of
.001. The statistic g was also calculated for this case, g = 0.18. Using these results,
we can conclude that there is sufficient evidence to reject the null hypothesis (H0 )
and the statistical analysis shows the model permits an accurate inference in c.70 of
all cases. Also, the value of the statistic g suggests a medium effect size.
From the interaction with the first challenge, we obtained a log of interaction
with 1640 entries corresponding to 79 students. 1321 entries corresponded to the
time during which the student was interacting with PlayPhysics’ first challenge and
1 SPSS (Statistical Package for the Social Sciences) was employed to conduct statistical analysis.
266 K. Muñoz et al.
319 entries correspond to the number of times that the student was presented with
the final outcome. We analysed this data in two ways: (1) obtaining the descrip-
tive statistics of our data, e.g. frequencies, minimum value, maximum value, mean
and standard deviation, and (2) analysing the data using Multinomial Logistic
Regression using SPSS to understand which variables are the most relevant for infer-
ring students’ control and value appraisals towards the challenge and its outcome.
As part of this analysis, we observed that emotions were reported as follows: neutral
emotion was reported 990 times (74.9% of our population), enjoyment was reported
155 times (11.7% of our population), boredom was reported 89 times (6.7%) and
anger and frustration were reported 42 (3.2%) and 45 (3.4%) times respectively.
We also analysed lecturers and students’ comments to improve PlayPhysics’ first
challenge and user interaction.
and lecturers showed a neutral face expression 86% of the time. This may also
be due to social and cultural standards and personal preferences, which may bias
the study. It was observed that incorporating physiological signals in our model
may assist us in reducing this uncertainty. However, if the student does not want
to reveal the emotion that he or she is feeling, it is not useful, since physiologi-
cal data cannot be taken as evidence of emotion and students’ self report is still
needed. Pekrun et al. (2007) focuses specifically on heart rate. However, Pekrun
et al. (2007) only asked students about their physiological sensations, e.g. whether
they feel their heart beating very quickly, or whether they feel any stomach pain.
Research in physiology and computing has shown more promise when using gal-
vanic skin response signals, and studies demonstrate that these are more sensitive
to emotion changes (Rajae-Joordens, 2008). This research is based on findings that
suggest that skin conductance changes according to the emotions and thoughts that
we are experiencing.
Research Centre. Also, we would like to thank Dr. Deaglan Page and Dr. Donncha Hanna from
the School of Psychology, Queen’s University Belfast for their advice in statistical methods. We
recognise the technical support provided during the design, implementation and deployment of
PlayPhysics by Dennis Heaney from Beep Blip Games and Gabriel Deak from the Intelligent
Systems Research Centre. Additionally, we would like to express our gratitude to Richard Walsh
from ZooCreative for modelling the player characters in PlayPhysics. We want to thank Peter
Starostin for creating LowMax, the free rig for 3D Studio Max, which was adapted to be the
learning companion M8 in PlayPhysics. Finally, we wish to acknowledge the assistance of the
members of the E-learning Research Group at Tecnológico de Monterrey, Mexico City cam-
pus (ITESM-CCM), Víctor Robledo, Dr. Moises Alancastre, Dr. Lourdes Muñoz, M.Sc. Gerardo
Aguilar, Gilberto Huesca and Benjamín Hernández in the evaluation of PlayPhysics.
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Chapter 14
Fun and Learning: Blending Design
and Development Dimensions in Serious
Games through Narrative and Characters
14.1 Introduction
Too often research on serious games and games for learning are expected to take
the form, “Did Game X increase learning about Subject Y.” But in fact, the ques-
tions that we can and should be investigating are much more nuanced and complex.
What we need to investigate is the relationship between learning and particular well-
known components of games. The component we have chosen to focus on in our
research described in this chapter is one that is typically left out of educational
games, much to their detriment. The focus of our research project is on investi-
gating the role of narrative in puzzle-based learning games in engaging students,
their learning experience and understanding of displacement and velocity (Marsh
et al., 2010a, b, 2011). In this chapter we outline the development of four ver-
sions of a game for learning in preparation for the study. In particular, we describe
the introduction of an off-screen character in an attempt to reach a synergy of
fun and learning, through an optimal blend of design and development dimen-
sions, including: constructionist and instructionist learning, and hidden/incidental
and direct/explicit learning, as well as creating opportunities for reflection. The
off-screen character achieves this through narration of an extended narrative/story
intertwined with aspects of the learning topics. In this way the character’s pur-
pose is twofold: firstly, as part of the narrative/story and secondly, as learning
partner or assistant. Next, we describe the results of a comparative study carried
out in a Singapore high school to test the four versions of the game. The work
described herein is a collaborative research project between the National University
of Singapore (NUS) and Massachusetts Institute of Technology (MIT) as part of the
Singapore-MIT GAMBIT Games Lab.
T. Marsh (B)
James Cook University, QLD, Australia
e-mail: [email protected]
goals. Through observation, it was found that after only short gameplay, path
construction became intuitive for players. As the game proceeds gameplay becomes
progressively more complex.
As demonstrated through on-line blogs, being voted as Indie Game of the Week
on Bytejacker, and nominated as one of six non-professional finalists in the Indie
Game Challenge, Waker is fun and engaging. Gameplay has been identified as
thought-provoking, stimulating and creating a pleasant level of frustration that
encourages the player – from beginner to experienced gamer – to continue play-
ing to figure out how to build pathways and journey through levels to save a child
from a broken dream.
In addition, the music and artwork are singled out as being impressive and pro-
vide a complementary blend with gameplay. As well as being fun and engaging,
Waker is intended to be a game for learning – to help students learn about the physics
concepts of displacement and velocity.
liking the helper more, and were more engaged and focused on training. In addition,
they found that effective helpers could also make the experience more social.
Another major observation by Kim (2007) was that academically strong players
had higher self-efficacy perceptions when the character was controlling the influx of
information, while weaker players had the opposite experience. In addition to this,
Kim (2007) suggests that this can be attributed to the possibility that academically
weaker players were overwhelmed by the information coming in a flow beyond their
control.
Gulz (2004) also observes that there is room for creating characters that can fulfill
the emotional needs of players through the formation of deeper personal relation-
ships in learning. One strong way to achieve this is to have the character react to the
player’s actions in a meaningful way. This may be an emotive response in the visual
sense, or perhaps in a verbal way.
Other concerns regarding the use of characters identified by Gulz (2004) are
that players can and do react differently to the presence of characters as learning
partners. Thus, it is largely insufficient to implement a single character as a learning
partner and expecting all players to react in an identical way. To deal with this, Gulz
(2004) recommends the implementation of character and character-free variants for
players to select from. Alternatively, multiple characters with different attributes
could be implemented, to cater to differing preferences. Realistically, it may not
always be possible to have multiple fleshed out characters in a given title due to
resource constraints.
In summary, the complexity of the effect of using characters as learning partners
serves as a caution for researchers, such that they are aware that subtle cues can
have major effects on the research, and controls need to be present to compensate
for or perhaps isolate the effects of these subtle social cues. It is important to note
that characters are never socio-affect neutral, and care must be taken to account
for this. Alternatively, it can be surmised that excluding the visual component of
the character may be advisable should there be insufficient resources available to
design and create a character that can satisfy all or at least a majority of the social
cues required to make a character that’s believable and likeable.
The next section describes the creation and development of the narrative and off-
screen character and how it subtly interweaves background story with learning to
address many of the issues raised above.
The extended narrative provided the opportunity to create a closer link between
narrative and the gameplay/mechanics, and make learning more explicit without
disrupting the player’s fun game playing experience. This was achieved by subtly
interweaving the background story, told from the child’s perspective, with aspects
of the learning topics. In this way the character’s purpose is twofold; firstly, as a
character in the narrative/story and secondly, as learning partner or assistant. The
child’s role was both as an equal to the player, such as being a mentor, peer or
guide, as well as being dependant on the player and needing their assistance in
order to complete the challenges of constructing pathways to help release her from
a dream.
As the character wasn’t seen on-screen, potential problems associated with visual
representations affecting players, as discussed above, were avoided. In addition, the
use of an off-screen character meant that cultural and racial issues arising from
visual representations could generally be avoided. As we focused on the develop-
ment of just one non-personalized character, attempts were made to limit issues
arising from verbal communication by opting for a neutral accent. To this aim, the
child’s voice was selected to be a neutral English accent. Due to limited resources,
no attempt was made to provide multiple or personalize characters. So issues result-
ing from personalized pairing are not considered in the reporting of development
and study given herein.
However, effects as a result of ill-pairing from culture, gender, academic abil-
ity may have been offset because the character is a child and is dependant on the
player to released her from her dream. We anticipate that sympathetic and empa-
thetic attachment from the player towards the dependant child who requires the
player’s help may be a contributing factor in this and is an area that requires further
investigation.
Additional advantages of using an off-screen character as partner or assistant
include, providing encouragement to the player when figuring out the puzzles,
responding to player’s actions in a meaningful way (e.g. on successful completion
of a task), attempting to strengthen social dimensions, providing an opportunity
to introduce technical/scientific terms and a language connected with the topics of
learning in simple manner incorporated in the narrative, and encouraging reflection.
The child’s narration is given during, or following, the occurrence of triggered
events. As shown in Fig. 14.2a, when a player reaches a certain point in the game
a voiceover starts. For example, when the player begins to move in level two of the
game, the voiceover begins and text displayed: “Have you noticed that the farther
you displace the orb from its stand, the higher the path goes”.
14.4 Study
A formal study was carried out with 57 male students, aged 13–14, in a High School
in Singapore. The purpose of the study was to compare puzzle and narrative learning
games in engaging students, their learning experience and their understanding of the
280 T. Marsh et al.
physics concepts of displacement and velocity, and in addition, test the effectiveness
of an extended narrative and off-screen character as storyteller and learning partner.
All of the students who took part in the study had no prior classroom-based
lessons on physics concepts of displacement and velocity, having their first exposure
to the topics through the Waker game versions used in the study. The students were
divided into four groups and each group played one of the four versions of our game
Waker as detailed briefly below.
Group 1: Waker 2.0 – Puzzle and Narrative (voiceover, cutscenes, voice logs &
repeat function)
Narrative extended (to original Waker 1.0: see group 3) throughout the game,
off-screen child and cutscenes (as described above), and with added features
to allow the player to either listen to the last voiceover or sort through all
voiceovers to allow for recall and reflection (Fig. 14.2b).
14 Fun and Learning: Blending Design and Development Dimensions . . . 281
It must be noted that the gameplay remained consistent between the versions, so
any differences between games identified in the study can largely be attributed to the
feature set. Data on learning and fun was primarily gathered through questionnaire
and observation.
14.4.1 Results
After playing the game, most of the students were able to draw on paper the graphs
that resulted when they moved their character left, right or held them stationary,
as shown in Figs. 14.3 and 14.4. This shows that nearly all students were familiar
with the construction and resulting shape of graphs for both the displacement and
velocity stages of the Waker games for both the narrative and puzzle only versions.
There were no outstanding trends in inability to draw the graphs, hence suggesting
that most of the students became familiar with the Waker game mechanics.
When asked in an open-ended question to identify any difficulties they had expe-
rienced when constructing the graphs, students from groups 1 and 2 self-identified
that they had primarily experienced difficulty from aspects relating to the game
understood velocity in terms of speed, rather than as the rate at which displacement
is changing.
In reference to Table 14.1 and described below, students were asked to rate each
game version against particular aspects and game features on a scale of 1–10, with
1 being the lowest and 10 the highest.
Measures Groups N Mean Std. Dev. Measures Groups N Mean Std. Dev.
(Waker 1.0) and 4 (puzzle version) were rated higher for both frustration and dis-
traction. Suggesting that narrative reduces the sense of frustration and distraction.
The markedly lower frustration value may be attributed to the narrative providing
hints to help players throughout the game.
So group 4 rated the puzzle game less fun, exciting and attention holding and was
more frustrating and distracting, in comparison to other groups narrative games ver-
sions. In contrast, groups 1 and 2 rated their game versions with narrative throughout
the game to be higher on fun, more exciting and attention holding, with lower
distraction.
14.5 Discussion
In summary, although learning about constructing and interpreting graphs for both
the narrative and puzzle versions were almost the same, the two extended narrative
and character Waker 2.0 versions (groups 1 and 2) also provided an opportunity
to introduce technical/scientific terms and a language connected with the topics of
learning in simple manner incorporated in the narrative, and link this to game play.
Over two thirds of the students from extended narrative and off-screen character
groups 1 and 2 were aware that they had help in completing the levels, while those
from 3 and 4 rarely did; identifying the primary form of assistance to be from the
voice of the child providing instructions and hints. One student explicitly stated that
the presence of a storyline helped in the completion of the levels.
All three narrative versions (groups 1, 2 and 3) were rated higher on every aspect
related to gameplay and game features in comparison to the puzzle only based ver-
sion of the game. For example, the narrative versions were rated as being more
fun, more exciting, more engaging, with players less distracted to activities outside
of the game, less frustrating, with players preferring to play the narrative versions
again and in their free time, and surprisingly, players appreciated the artwork and
music more in the narrative versions even though they were almost identical to the
puzzle only version.
Of the narrative versions, Waker 2.0 with extended narrative, off-screen char-
acter, voicelogs and recall functions, was almost consistently rated the highest.
Invariably this was followed by the Waker 2.0 version without voicelogs and recall,
and then Waker 1.0 followed this.
Waker 2.0 incorporated a simple narrative extended throughout the game and
a character that was positioned off-screen. The character’s purpose was twofold;
firstly, as a child in the game’s narrative/story relating the narrative/story from their
perspective and secondly, as learning partner or assistant, interweaving learning with
narrative. The child’s role was both as an equal to the player, such as being a mentor,
peer or guide, as well as being dependant on the player and needing their assis-
tance in order to complete the challenges of the game. Because of this dependent
relationship of the child on the player, we anticipate that sympathetic and empa-
thetic attachment or connection from the player towards the dependant child who
requires the player’s help may be a contributing factor to the results and is an area
that requires further investigation.
As the child character and extended narrative appeared easy for players to relate
to, this helped set a context to the learning experience that was designed not to
seem tacked on to the core gameplay. It is this integration that helps preserve the
immersiveness or engagement in the gaming experience, instead of having jarring
dialog that is out of context and draws the player’s attention to the artificiality of the
overall learning experience.
Additional advantages of using an off-screen character as partner or assistant
include, providing a way to respond to player’s actions in a meaningful way (e.g.
on successful completion of a task), providing encouragement to the player when
they are figuring out the puzzles and working through the game, providing a way
286 T. Marsh et al.
While it can be argued that much more can be done with the development of
dynamic intelligent narratives that adapt to a player’s gameplay, such as basic
interactive storytelling in the style of dime store choose your adventure books,
the approach described herein is a relatively simple and cost-effective approach.
Even so, we have already taken steps in this direction to explore and implement
dynamic intelligent narratives or interactive storytelling in the next version of
Waker. Connected to this, the inclusion of more complex characters is possible, per-
haps affording a degree of a player’s emotional investment in the character, creating
an attachment to a game that is really educational at its core.
While the narrative in Waker was somewhat direct and every effort was made to
create a narrative that only mentioned specific physics terms in passing, more can be
done to further integrate the narrative into the gameplay. For example, morals can be
taught implicitly in a game where non-player characters react emotionally and real-
istically to a player’s actions, thereby learning through doing. Or perhaps learning
specific concepts like money management through peripheral game mechanics like
a sophisticated trading system embedded in an adventure game, thereby using an
embedded narrative that effectively distracts the student from the core educational
content. Further study in these areas can do much to improve the state of the art, and
thus enabling students to learn while having a gaming experience that is virtually
indistinguishable from the entertainment-oriented games on the market.
14.7 Conclusion
This chapter has described the development of four versions of a serious game and
study carried out in a Singapore high school to shed light on the effectiveness of puz-
zle and narrative-based games in engaging students, their learning experience and
understanding of the physics concepts of displacement and velocity. In particular,
we have described the introduction of an off-screen character to help reach a synergy
of fun and learning, through an optimal blend of design and development dimen-
sions, including: constructionist and instructionist learning, and hidden/incidental
and direct/explicit learning, and so creating opportunities for reflection. The off-
screen character achieves this through narration of a carefully crafted narrative
intertwined with aspects of the learning topics. In this way the character’s purpose
is twofold; firstly, as part of the narrative/story and secondly, as learning partner or
assistant.
14 Fun and Learning: Blending Design and Development Dimensions . . . 287
Results from the comparative study show that while some aspects of learning
are comparable in both puzzle and narrative versions of the games, the extended
narrative and character game versions also provided an opportunity to introduce
technical/scientific terms and a language connected with the topics of learning in a
simple manner incorporated in the narrative. In addition, all narrative versions were
rated higher on every aspect related to gameplay and game features in comparison to
the puzzle only based version of the game. For example, the narrative versions were
rated as being more fun, more exciting, more engaging, with players less distracted
to activities outside of the game, less frustrating, with players preferring to play the
narrative versions again and in their free time, and surprisingly, players appreciated
the artwork and music more in the narrative versions even though they were almost
identical to the puzzle only version. Hence, results demonstrate that seeking creative
solutions such as, in the development of a well-crafted narrative, can increase both
fun and learning; a perspective that differs from the widely held views to find a
balance between fun and learning.
The findings described herein are valuable for informing design and development
of narrative through character blending game story with learning in serious games.
While steps are already in place to explore and implement more intelligence into
our games, the relatively simple cost-effective approach described herein provides a
way to create fun and learning without going to the complexity and expense in terms
of resources, time and cost of using intelligent-based approaches. Hence, making
this approach more accessible to academics and teachers in schools by informing
the customization of their own virtual environments, games for learning and serious
games, or commercially available off the shelf titles (COTS) with topics from the
curriculum.
The power of characters and narrative is only just being realized in the area
of educational games, and it can be of great service to society should we attain
a deeper understanding of the creation of both fun and learning. By investigat-
ing the relationship between learning and particular well-known components of
games, similar to the work described herein on puzzle and narrative, and their
effects on engagement, experience and learning, allows us to develop a body
of knowledge that can inform design and development for the creation of truly
enjoyable games for learning, serious games and simulations for education for all
concerned.
Acknowledgements The research described herein is funded through the Singapore-MIT
GAMBIT Games Lab and is part of the project “Investigating the role of narrative in puzzle-based
games and their relationship to students’ engaged learning experience”. Thanks to all members of
the original Waker 1.0 development team (MIT, Summer 2009): Chuang Xuejin, Brandon Cebenka,
Rini Ong Zhi Qian, Steven Setiawan, Anna Loparev, Lin Yuanqin, Eunice Khoo, Wong Chang You,
Rich Vreeland, Kevin Driscoll, Sara Verrilli, Geoffrey Long, and product owners: Scot Osterweil,
Eric Klopfer, Tim Marsh and Lan Xuan Le. Thanks also to Waker 2.0 development team led by
Tim Marsh (NUS, 2010–2011): Lin Yuanqin, Steven Setiawan, Ho Yun, Diana Marsh, Yih-Lun
Huang and Audrey Tan who assisted with programming, artwork, audio, character voiceover, study
preparation and studies, respectively. Special thanks to teachers, staff and students of Hwa Chong
Institution, Singapore.
288 T. Marsh et al.
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Part IV
Use of Commercial-Off-the-Shelf (COTS)
Games in Education
Chapter 15
Choosing a Serious Game for the Classroom:
An Adoption Model for Educators
List of Acronyms
15.1 Introduction
Educators eager to integrate serious games into the curriculum, but who are not
trained or funded for game development, must choose an off-the-shelf or online
game. These educators face a special set of questions. What game should I choose?
How will I know if it meets the course’s learning objectives? What are the technical
considerations of integrating it into the classroom? Will students learn from it, or
perceive it to be merely an entertaining waste of time? (Rice, 2007).
Current instructional design models do not address how an educator should con-
duct formative evaluation prior to the integration of online serious games or off
K. Novak (B)
Front Range Community College, Westminster, CO, USA
e-mail: [email protected]
the shelf games that are not specifically designed for their course. Is it possible to
develop and implement an evaluative framework that enables educators from multi-
ple disciplines to effectively incorporate serious games into their curriculum? What
is needed to know if a game will deeply engage students in learning?
A team comprised of online instructors and an instructional designer developed
and tested an approach on evaluation and implementation of commercial-off-the-
shelf (COTS) video games. This adoption model for evaluating COTS harnesses the
power of player and instructor evaluation to achieve a comprehensive grasp of the
deep learning made possible by playing a well-chosen video game. For purposes of
this chapter, only commercial games were considered. Games designed as “edutain-
ment” (Egenfeldt-Nielsen, 2007) or for purely educational purposes are beyond our
scope.
Members of the team presented papers on Serious Games and Digital Game-
Based Learning (DGBL) (Prensky, 2001) at inter-college and system-wide profes-
sional development events for faculty. During each of these events, participants were
surveyed, and subsequently targeted for focus groups and personal interviews. The
data collected showed that participants were interested in DGBL but experienced
cognitive dissonance (Festinger, 1957) about the implementation of DGBL in the
classroom. The majority of participants indicated their concerns were choice of the
game, establishing the games credibility to their students and the amount of tech-
nical support that would be required. The team drew from the fields of business,
instructional design and education to develop a model that would allow the fac-
ulty to reduce their cognitive dissonance. This chapter presents and analyzes this
model. The model serves as a catalyst to bridging this chasm between DGBL “early
adopters” (Moore, 2006) and the “early majority” (Moore, 2006).
Currently most educators do not have the prerequisite skills to develop interac-
tive, immersive games using a game engine. Game engine software provides for
rendering of visual objects, physics within the game, sound, artificial intelligence,
scripting and animation. There are virtual world environments such as Second Life
and OpenSim where barriers to content creation are lower. But these environments
still require the investment of hundreds of hours learning how to build and how to
script to achieve the design and integration level of most COTS.
The games discussed in this chapter, fit a video game genre known as MMORPGs
or Massively Multi-Player Online Role-Playing Games. MMORPGS for the most
part are persistent 3D immersive environments that allow for social interaction, have
varying degrees of content creation and have physics that are at the very least con-
sistent with the rules of the game. In World of Warcraft, the largest MMORPG,
over 12 million players subscribe monthly (Blizzard Entertainment Inc., 2010). In
these games, the player is represented by a 3D character known as an avatar or
more colloquially as a “toon.” For most of these video games, the perspective of
the player is looking over the character’s right shoulder. A player in these games
can choose to interact with other players or non-player characters (NPCs) that are
controlled by the game’s artificial intelligence. The ability to play with others or the
social aspect has resulted in the formation of associations as guilds in many of these
MMORPGs.
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 293
1. Research
2. Choose
3. Investigate
4. Pilot
5. Reflect
Using the RCIPR method, COTS were adopted in seven courses at Front Range
Community College. The courses represent a variety of disciplines and in a variety
of formats. COTS were successfully piloted in accounting, anthropology of folklore,
introduction to business and multimedia courses. COTS were offered in both the
campus and online section of three accounting courses.
294 K. Novak and R. Nackerud
Practically how does this model work? In the following section, a sample
adoption plan of the RCIPR model is shown (Table 15.1):
1. Research 1. What are your learning objectives? To develop a point of reference for the
2. What COTS apply to your selection process.
discipline? To clearly define goals and objectives
3. What existing support communities of implementing COTS.
are there?
4. Are there other colleagues with
similar interests?
2. Choose 1. Is the COTS appropriate based on To develop rough draft of project.
the Entertainment Software Rating To develop a strong instructional
Board (ESRB)? design foundation.
2. Which COTS will be used? To pick the COTS most appropriate for
3. What will be the duration of use? use.
4. How will the COTS be implemented
into curriculum?
3. Investigate 1. What are the technology To determine best fit of COTS within
requirements of COTS? institutional limitations.
2. What are your institutions IT To determine delivery options of COTS
limitations? to students.
3. Does COTS Terms of Service and
End User Licensing Agreement
comply with institutional
guidelines?
4. Can COTS be used on institutional
computers or must it use student
computers?
5. Can COTS be purchased by
institution or by student?
4. Pilot 1. Where does COTS fit in your lesson To finalize COTS project and
plan/syllabus? implement.
2. How many points is COTS worth? To develop relevant assessment and
3. What are student deliverables? evaluation tool.
4. What rubric will be used to assess To collect student performance data for
student performance? later analysis.
5. Will you use the COTS as an
extracurricular activity or
co-curricular?
15.3 Research
To begin, educators should acquaint themselves with the Entertainment Software
Rating Board (ESRB). The ESRB is a nonprofit self-regulatory organization where
the entertainment software companies can submit their games for age ratings and
have their games screened for advertising and privacy factors. The website is
located at http://www.esrb.org/index-js.jsp. Familiarization with this rating system
will allow educators to see age appropriateness, content descriptors which allow the
educator to see why the games received its rating and platforms. For example, LEGO
Universe receives a rating of “Everyone 10+” for cartoon violence contrasting with
World of Warcraft that receives a teen rating for Blood and Gore. The ESRB allows
the teacher not only to research a game for age appropriateness and content but also
by software platform.
Educators who may be the early adopters at their institutions should be aware
that they are not first adopters. There is actually a community of practice (Lave
and Wagner, 1998) that consists of educators who are using video games to include
COTS in the classroom. When an educator is conducting their research they should
either read the forums and/or consider becoming involved with this community
of educators using games in the classroom. This community of practices meets in
synchronously and asynchronously for discussions and activities.
Below are some asynchronous discussions forums and resources:
Rezed http://rezedhub.ning.com/ is an online forum that is run by the non-
profit organization, Global Kids, Inc. Rezed was established in 2008 by a Digital
Media and Learning grant administered through the Humanities, Arts, Science
and Technology Advanced Collaboratory (HASTAC) Initiative of the MacArthur
Foundation. Several groups on this site use the forum to ask questions and share
their investigations and implementation projects. The two most active are:
WoW in Schools http://rezedhub.ning.com/group/wowinschools Lego Universe
http://rezedhub.ning.com/group/legouniverse. Another forum was just recently
started on Minecraft http://rezedhub.ning.com/group/minecraftinschool
Gamesnetwork is a listserv maintained by the Digital Games Research Association.
While the discussion list is meant to focus on digital gaming and games studies, the
use of COTS in the classroom and their appropriateness is a frequent topic.
The Second Life Educators (SLED) list https://lists.secondlife.com/cgi-bin/
mailman/listinfo/educators while hosted by Linden Labs and nominally only for
Second Life discussions includes educators who are using virtual worlds others than
Second Life and COTS in their classroom.
WoW in Schools http://wowinschool.pbworks.com/w/page/5268731/FrontPage is
a wiki that reports on schools using World of Warcraft and is starting to build a
repository of lesson plans and curriculum.
296 K. Novak and R. Nackerud
Marianne Malmstrom Lego Universe World of Warcraft Elisabeth Morrow School Grade 3 and 4 extra-curricular clubs
middle school
Lucas Gillispie Peggy World of Warcraft Cape Fear Middle School, Suffern Middle school After school program, language
Sheehy Middle School arts elective
Gord Holden Cesar III North Island Distance Education Grade 7 Face-to-face and online courses
School
Diane Lewis World of Warcraft Sanford Middle School Middle school After school program
John Carter McKnight World of Warcraft Arizona State University University Public policy, English
Don Marguilis City of Heroes WarHammer Middlesex Community College 2 year college Psychology
World of Warcraft
Dona Cady City of Heroes WarHammer Middlesex Community College 2 year college English Composition, Creative
World of Warcraft Writing
Chris Luchs Kae Club Penguin Habbo Hotel Front Range Community College 2 year college Fundamentals of Accounting,
Novak World of Warcraft Principles of Accounting I,
Principles of Accounting II,
Intro to Business
Cherry Emerson Kae Club Penguin Habbo Hotel Front Range Community College 2 year college Anthropology of Folklore
Novak WarHammer World of
Choosing a Serious Game for the Classroom: An Adoption Model for Educators
Warcraft
Kate Hagerty Runescape, World of Warcraft, Front Range Community College 2 year college Intro to Multimedia, Intro to
Jade Dynasty Illustrator
297
298 K. Novak and R. Nackerud
Early adopters are members of a community of practice that has been enhanced
by media on the Internet to include social media. Asynchronous discussion forums
and synchronous events generate a large amount of information concerning COTS in
the classroom projects. Twitter is especially useful for following individuals, groups
and projects using COTS.
For example here is a listing of educators using COTS who presented at Virtual
Worlds Best Practices in Education Conference (Table 15.2).
15.4 Choose
After evaluating faculty responses and conducting faculty focus groups, it was found
that the instructional design process could have the greatest impact relieving cog-
nitive dissonance in the formative evaluation phase. The team developed a model
that addresses social learning (Bandura, 1977), metagaming (Gee, 2001; Squire
and Jenkins, 2003), content analysis and supplemental material (Van Eck, 2006).
Rubrics for selections of games and ensuring learning objectives were tested in a 3
week online faculty professional development course titled Introduction to Serious
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 299
Games. The educators who took the course self-selected. They decided to be early
adopters of serious games in the classroom. They had confidence in their teaching
ability and their ability to choose the correct text book and supplemental material.
However, they did not have a high comfort level in choosing a game, developing the
lesson plan or project, assessing the learning happening in the game and integrating
the technology required for the games. Faculty participants wanted to know prior to
introducing the game that it could be effectively adopted into the curriculum.
The team developed and tested a formative evaluation rubric for student
engagement in online serious games called the CYTIE Rubric. It is based on
Csíkszentmihályi’s concept of flow (Csíkszentmihályi, 1990), Huizinga’s concept
of the magic circle (Huizinga, 1950), Keller’s (1984) ARCS motivation model and
Malone and Lepper’s (1987) intrinsic motivations for learning. We departed from
the FIDGE model of instructional design (Akilli and Cagiltay, 2006) by deepen-
ing the formative evaluation phase in order to specifically address faculty cognitive
dissonance. If serious games, as a form of new educational technology, are to be
adopted in an educational setting special care must be taken to address the “cognitive
dissonance of the initially enthusiastic adopters” (Bentley, 2006).
The CYTIE rubric has two parts. It consists of an instructor review (Fig. 15.2) and
a student review (Fig. 15.3).
In testing this rubric, educators played the game for 1 hour to test game
navigation, audio quality, text quality and tutorials. After the hour of game play
the educator were able to evaluate game play quality and ease of use for their stu-
dents. Upon reflection of the game experience, the educator could rate the COTS
game for education value, class use and duration.
To complete this formative evaluation of the game, student volunteers also played
the COTS game for 1 hour. While the instructor review asked questions of education
value and class use, the student reviews has students rank degrees of immersion,
CYTIE and complexity. CYTIE or “Cause You to Ignore Everything” is based off
Csíkszentmihályi’s factors of flow (1990). CYTIE is most closely related to the
optimal flow factors of concentration and distorted sense of time. Students in courses
that piloted COTS game did report that they became so involved in playing the game
that they continued past the required 1 hour.
Educators who are part of the early majority are more likely to experience
cognitive dissonance than the educators who are early adopters. Early adopters are
more likely to have integrated a greater number of emerging technologies already in
their classrooms. By using this two part evaluation, educators can reduce the cogni-
tive dissonance concerning using COTS games in the classroom. The educator will
have tested the game themselves as well as piloted the game with students. They
will be able to evaluate the degree of difficulty the students will have in playing the
games as well as the level of immersion that may happen. The rubric provides the
early adopters with a familiar type of evaluation while introducing specific attributes
associated with game play.
300 K. Novak and R. Nackerud
15.5 Investigate
Planning should revolve around flexible goal oriented objectives; resources, person-
nel and time investments may change.
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 301
During your first attempts at implementing COTS and other games into your cur-
riculum, you may run into concerns with IT compliance at your institution. Most IT
departments will not allow users to download programs onto institutional computers
for security reasons. There may also be issues with graphics cards and broadband
access at your institution. Many IT directors will request that you provide them with
references on what other peer institutions are using COTS and games for learning.
The key is to remember that IT personnel will be looking at issues from campus
informational security perspectives and will focus on the Terms of Service and
End User Licensing Agreement not necessarily the educational value of the COTS
game.
The researchers have found that when negotiating with IT staff to have software
applications installed, you may have to call upon the educators’ community to talk
to your institutional IT personnel. The researchers did work with an educator at
an outside institution to assist him in having software installed. While the educator
did not know the exact requirements, the researchers had two phone conversations
with the educator’s IT personnel on how to give access without compromising the
institution’s firewall.
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 303
15.6 Pilot
For primary and secondary level schools try piloting a game as part of an after
school activity or student club. Several World of Warcraft in Schools projects have
sprung up around the idea of targeting at-risk students, leveraging the attraction of
the game both to teach twenty-first century skills and Internet based literacies as
well as encourage homework completion and positive study habits. There are other
possibilities as well, the important point is to find a venue where the use of the
game allows for experimentation and reveals the learning potential to critics in a
non-threatening environment.
At the K-12 level, educators will want to look for pilot programs that are safe-
to-fail or low risk. Low risk programs offer educators an optimal test bed to trial
possibly contentious educational applications and curriculum. Under the guise of
“for fun only” setting educators can comfortably explore the limits of a particular
activity’s curricular potential. Every school seeks out those on the staff who are
willing to engage the hardest to reach students. Schools entertain many traditional
and non-traditional extra and co-curricular activities. In a school that runs a games
design course it seems natural to have a club called game explorations.
While educators at higher education institutions may have more flexibility on the
initial adoption of COTS for the classroom, these same educators based on the 15
week semester in the United States, have less time for successful implementation.
At the community college and university level, there are two low risk options
available. The first is the extra credit project and the second is as one of the options
in a project assignment. In the accounting courses, World of Warcraft was intro-
duced as an extra credit project. Once the World of Warcraft project was developed
further, it was then introduced as a one of two options for the last project of the
semester.
usage of MMORPGs. This allows the instructor and instructional designer to see the
student’s level of involvement with technology outside the classroom.
In the accounting courses, based on these responses, the instructor and instruc-
tional designer plan the course project as either an individual effort or a group
project. If a group project is assigned, the instructor based on the survey results
ensures that there is at least one student that plays MMORPGs outside the class-
room. The results of this grouping have been that this allows for additional peer-to-
peer learning.
Additionally, the researchers have found that writing statements explaining to tra-
ditional age and adult college students the educational value of the gameplay reduces
the number of inquiries concerning the game. An example curriculum statement is:
How does this relate to you as a student in an Accounting class? As an accountant, your
job is to conservatively estimate value and ensure GAAP appropriate accounting standards
are used. This project puts your current knowledge of accounting to the test. You will draw
from the all the chapters you have covered in ACC 121 and ACC 122 so far; Chapters 1–20.
These chapters contain all of the accounting background that you will need to complete this
project. Both of Projects III’s options will call on what you have learned in the class this
semester. You will use what you have learned to apply accounting terminology, concepts and
principles in accordance with GAAP in a setting new to you. You will also be asked to make
recommendations of basic internal control principles to protect assets, of cost accounting
aspects, and general accounting/ business strategies. Developing these accounting skills,
being able to think critically and adapt to novel business situations will make you a very
valuable employee.
As a way of receiving feedback, the accounting instructor had students post their
results and impressions in the LMS’s weekly discussion forum. Besides their results,
students were asked to answer the following questions:
1. As far as illustrating business and accounting principles, what did this do well?
2. As far as illustrating business and accounting principles, what did this not do
well?
3. Would you recommend this game to friend if they wanted to learn about
accounting?
By requesting feedback, the instructor was able to elicit frank feedback and com-
mentary from students regarding COTS game and project instructions and rubric.
This feedback was then incorporated into the next rendition of the project to continu-
ously improve the project and hone learning objectives and instruction. By avoiding
yes, no responses, the students were required to construct their thoughts regarding
successes and shortfalls of the COTS and project.
A secondary benefit was that the students were able to voice their concerns and
any issues that they had with the game in a group context. Students were able to
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 305
see that other’s shared their challenges and also share tips and tricks to fellow stu-
dents to ease future game play. An interesting byproduct of this discussion was the
development of student’s troubleshooting for other students to resolve issues and
encourage collaboration.
During the documentation of the pilot, the instructor will typically become aware
of some potential negative aspects of utilizing COTS versus games designed specifi-
cally for the curriculum. Some examples would be the student does not immediately
comprehend how the COTS assesses a topic or skill, the student becomes distracted
by game play or other game mechanic issues and not learning objectives, the student
feels that the game is too simple for their grade level, and the student misinterprets
the purpose of utilizing the game to achieve the learning outcome. These are all com-
mon themes when students are first exposed to pilots. Typically, resolution of these
issues occurs when the faculty reviews the curriculum statement with the student
focusing on the learning objectives and outcomes.
15.7 Reflect
15.8 Conclusion
The RCIPR model offers educators a framework to effectively implement their
COTS pilots at their institutions. As educators continue to consider the adoption
of COTS, the need to critically evaluate games, communicate the software and
15 Choosing a Serious Game for the Classroom: An Adoption Model for Educators 307
hardware requirements to IT, pilot the games, reflect on implementation, and docu-
ment the results will become increasingly important. For educational institutions to
consider COTS seriously, educators and instructional designers will need to develop
dynamic implementation plans, collect data, document their work, and present their
results to peers. The RCIPR model addresses how a faculty member or instructional
designer should conduct formative evaluation prior to the integration of online seri-
ous games or off the shelf games that are not specifically designed for their course.
This model is an evaluative framework that enables faculty from multiple disciplines
to effectively and conveniently incorporate serious games into their curriculum.
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Chapter 16
Learning Narratives with Harry Potter. “Manuel
de Fallas’s The Prophet Newspaper”
The arrival of video games has brought about a new means of entertainment as well
as a new form of art and has been treated as an event separate from cultural history
but which is, in fact, part of the way we transform our leisure time, social rela-
tions, knowledge development, learning and, of course, education. Will video games
change the way we learn? These new means are a reality that should not be ignored
and which is altering our way of learning and developing knowledge. Therefore,
they deserve to be studied and researched to facilitate the natural integration they
should have into the formal educational system (Gros, 2008) and education is to
play a special role in this process (Buckingham, 2000).
This chapter describes an approach to the design of learning environments that
builds on the educational properties of games but deeply grounds them within a
theory of learning which is appropriate for an age marked by the power of new tech-
nologies. We argue that to understand the future of learning, we have to look beyond
schools to the emerging arena of video games. Video games have become one of
the most successful technological resources among children and teenagers and they
have carved out an important and valuable niche in our society. This perspective
helps us to think about why and how cultural objects designed for fun rather than
for educational purposes can be used to improve digital literacies at school (Lacasa
and GIPI, 2009; Lacasa, 2010, 2011). It is indisputable that there is something about
video games which gets people really excited and which makes children, teens and
adults play for hours on end: the fantasy, the graphics, the gaming possibilities, the
challenges and the complexity, but above all, the continuous decisions the player
must make as part of his strategy and to meet goals or get past levels (Prensky,
2005). For this reason, one of our goals will be to help clarify the rich and complex
relation between video games and formal learning. What and how can we learn
from video games at the school? How can we use the power of video games as a
constructive force in schools?
The idea of learning in the school is related only to schoolwork, the content of
the curriculum and particularly, those specific materials that have traditionally been
present in the classroom: books, paper, pencils, textbooks and so on. All these cul-
tural tools are associated with the academic culture and the school context. Theories
of learning and instruction embodied in school systems designed to teach large num-
bers of students a standardised curriculum are outdated in this new world. These
perspectives may change when commercial video games are introduced in the phys-
ical context of the classroom. Commercial computer games have great potential as
learning tools as many require complex problem solving, theory testing, collabora-
tion and evaluation, all of them components of experiential learning (Gee, 2004).
Moreover, this instrument contributes to bringing the day-to-day routine of children
closer, overcoming barriers in the learning environment and favouring motivation.
We might also hypothesise that games in the classroom would leverage play-
ers’ desires to develop new skills, participate in new roles or better understand
the world from a new or “professional” perspective (Gee, 2005; Shaffer, 2005).
Playing is undeniably a powerful, pervasive method of learning outside of schools;
indeed, most psychologists would agree that it is a crucial method through which
we test ideas, develop new skills, and participate in new social roles (Piaget, 1962;
Vygotsky, 1978). Vygotsky (1978) emphasises this concept when writing about how
the imaginary world is a strong space for potential for the child’s development.
Likewise, James Paul Gee argues in his book What Video Games Have to Teach
Us about Learning (2003) that educators might benefit from studying how game
players learn through game play. As he explains, “When kids play video games
they experience a much more powerful form of learning than when they’re in the
classroom. . . Each level dances around the outer limits of the player’s abilities,
seeking at every point to be hard enough to be just doable”. Digital games play
a meaningful and natural role in the everyday life of children and young people,
a world of games which provides them with new experiences, interesting stories,
social events, fun, challenges, excitement and also many moments of learning. We
suggest that video games matter because they present players with simulated worlds:
worlds which, if well constructed, are not just about facts or isolated skills, but
embody specific social practices. We also argue that video games thus make it pos-
sible for players to participate in valued communities of practice and as a result
develop the ways of thinking that organise those practices. This new approach allows
us to understand the value of video games, as well as to observe and research the first
multidisciplinary attempt to analyze this new form of entertainment from diverse
perspectives.
But how should we use these new tools? Video games are only a means of enter-
tainment developed in a computer environment which allows the player to play a
role by interacting with his surroundings and by using the right commands in a
context simulated under a clearly designed structure and a minimum set of rules.
They were not designed to be used in the learning/teaching process, just like many
films screened in the classroom. For these reasons, the role played by the adult
16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet . . . 311
becomes essential, in the transformation process of the video game into an educa-
tional resource. One of the most important conditions for a successful experience
in terms of motivation and reflective processes is that the teachers should feel com-
fortable with the materials they are using. Bringing commercial video games into
the classrooms, however, remains a challenge as teachers are generally less familiar
with games than they are with other entertainment mass media (Lacasa et al., 2008).
Taking these premises as our starting point, the need arises to look into the effects
digital culture is having on the school’s educational mission in order to explore and
suggest new strategies to bridge the cultural gap separating what usually motivates
and gets students involved and what teachers plan and implement as part of their job
(Esnaola, 2001). The teachers’ mission will not only be to design the educational
sequence of contents, but also to analyze the learning environments. As we can see,
the use of video games in the classroom allows us to focus their study on different
fields that arise from the link between the gamer and the game in an educational
context.
In this research we will focus on one key aspect present at the time of playing
any video game: the existence of narratives and the possibilities to create stories
with these tools. We see tremendous opportunities for using adventure games to
engage students in the narrative world, where they can play, discover and then write
about their stories.
When video games are considered as educational tools in formal education (Jenkins
and Lacasa, 2010), these elements, originally designed for leisure, are used to work
on curriculum contents. It is about supporting teaching and learning with a tool
designed for entertainment, and in this case opportunities to consolidate curriculum
contents are sought. Teachers have traditionally used different media, for instance,
films, comics, literature classics, etc. The results from the study show the contribu-
tion of commercial video games to the design of educational scenarios that develop
children’s narrative thinking while students learn to tell stories with a video games
adventure. We try to understand the concept of narrative through this relationship
with video games, the possibilities and how to use them in educational contexts.
the subsequent narrative reconstruction of what they experienced there. This is the
main goal of the workshop: to analyze the teacher’s work proposal.
Some authors, such as Ferraro (1994), believe that “the narrative form constitutes
a basic tool for meaning construction and event interpretation. It could be said that,
more than language, narrative should be considered the primary modeling system”
(Ferraro, 1994). In this case the narrative is a tool that interprets and constructs one
process. Based on this idea, we can consider narrative not just as a formal discourse
issue but also as “a cognitive construct, or mental image, built by the interpreter in
response to the text” (Ryan, 2004). Focusing on our connection between the narra-
tive and the video game world, we can say that the reader (in this case player) moves
to the world of the writer (in this case game designer) when living the adventures
that take place in the virtual world of the game.
If there is one contribution that digital technology has made to game design it is
their narrative. This new digital era has brought about a new way to live adventures,
ceasing to have a merely recreational and non-participative use to make it possible
for the player to recreate circumstances that allow him to anticipate them in non-
virtual world. We could say that video games are a new way, a new tool and a
new technology that transports the individual to imaginary worlds, thus becoming
a context which offers fictional situations in which to reproduce real conducts and
behaviours. The virtual world likes a reality in which the individual has the feeling
of living in a different and fictional world. In this case, we can say that one of these
technologies are video games, which allow us to be transported to other worlds
(figured worlds) and live “as if” we were the main character and we could create
our own story.
This sort of figured world can inspire new actions or, paradoxically, alternative
pleasures for the individual, which may lead him to look for a way to evade reality.
This context is the foundation of the development of narrative. The virtual world in
which the player acts and identifies himself with the characters also immerses the
user in a universe of stories. The space of the video games is computer-generated,
three-dimensional simulation of a fictional world, where the player is invited to
step into this world, to impersonate a character, and to interact through language
(Ryan, 2009). Thus, we can understand that virtual world connects the user with a
simulated reality in which he can discover, imagine and therefore create a story, and
this is the great power of the video games; interaction between the machine and the
user is the process that generates the interactive narrative in the game. No matter
what the user says or does, the synthetic agents respond coherently and integrate the
user’s input into a narrative arc that sustains interest. The fictional world in the video
games is a tool with the irresistible chance to actively participate and “being part of
the story”, reconstructing the narrative which articulates the game. As a result, the
child has the opportunity to develop strategies through action, not only to generate
314 S.C. Gómez et al.
narrative in video games (Jenkins, 2004). By taking part in these choices, the reader
“moves the focus away” from himself and feels “as if” he was the one creating the
story. This way, narratives in video games generate an affective, cognitive involve-
ment that gives way to an immersion process in the plot and we can understand the
concentration and interest generated by the game (among other skills) and reject the
argument of a lack of concentration of the users.
We have chosen to refer to these ideas because by introducing video games in
the classroom as a game element we will offer students moments of interaction and
decision-making, turning them into “authors/writers” of their own adventures. As
we will see later on, these narratives will truly acquire an educational value as they
offer great possibilities to tell stories. Our challenge therefore lies in understanding
the codes, learning how to read them and telling consistent stories by using a method
as changing as the times we live in.
We must not forget an important element in the game world and that connects
directly the player with the game, – the character or hero. Recent studies on the
narrative of the games have highlighted the character functions that allow the nar-
rative drive. This way, the character is acting and living the story of the game. This
is important, for the player adopts an identity and the possibilities for action, spatial
relationships and connecting with other characters multiply (Egenfeldt et al., 2008).
From this perspective, the character is considered the necessary link between the
player and the narrator, i.e. the junction between interactive options taken by the
player and the narrator’s response. The player needs the character, but he has the
ability to become the author of his own adventures. In this research, moreover, the
character’s value is twofold as it represents a cultural hero of society. Harry Potter
is a world-renowned hero which originated in the literary world, as part of a narra-
tive, and in the game the player is allowed to enter the narrative and live the game.
Students took their identity and lived their adventures. This ratio was also the lan-
guage teacher to select the game and work on narratives based on the reconstruction
of the adventures.
We have also reflected on how, by using adventure video games, students have
managed to dominate, step by step, narrative thinking and some problem-solving
processes hidden behind the plot of the stories. From this point of view, three ques-
tions may be asked: What characteristics define this type of game? What educational
possibilities do the challenges hidden behind the screen hold? What kind of work
can teachers develop based on their use?
In addition to the hidden action and resolution of problems the video game has,
the game features contents (space, time, actions and characters) that offer the perfect
space for the player’s action. It is for this reason that adventure games are more
related to the ability to create narratives. In this type of games, the player makes
a narrative reconstruction of events planned by its creator, in some cases across
316 S.C. Gómez et al.
platforms, testing, achieving goals, etc. The decisions made by the player determine
the path that achieves the ultimate goal of the game. The adventure game presents
one method that starts from a specific story world and inserts possibilities of user
action to make it interactive. This is the approach in games on Harry Potter. Because
the plot of these games must be adapted to the possibilities of action offered by game
controls, it is usually fairly different from its literary or cinematic source. Many of
the games based on a pre-existing story tend to become stereotyped shooters and
quests, with weak integration of the player’s actions into the storyline. These games
attract players much more for the spatial and visual pleasure of finding themselves
in a familiar fictional world and of encountering favorite characters than for the
temporal pleasure of enacting a specific sequence of events. In this kind of design,
the story world takes precedence over the story. Let’s see how the game is introduced
in the instructions manual that comes with the video game:
This description shows that, from the beginning, the player faces two essen-
tial elements that define the game: On the one hand, the adventures Harry Potter
and his friends are going to go through, and on the other, the problems the player
will have to solve in order for the story line to advance. This combination of the
problems presented and the fictional experience ended up being determining fac-
tors for what happened during the workshop. This simple instruction embodies
both representational and ludic design, it continues the narrative events, characters,
unresolved conflicts and episodic trajectory, while also issuing a ludic imperative
which provides the object of the game.
16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet . . . 317
The children play this game because of a passionate commitment to the char-
acter and his narrative. There are interesting implications here for how narratives
are experienced across literature, film and game, and how they are differently con-
structed across these media; and this can be exploited in the context of literacy
work in English or media studies, as the work of Catherine Beavis (2001) has
shown. There are also many questions about the nature of the media industries,
and how they organise such franchises, that can be posed in the context of media
education.
Due to the educational implications, we have to highlight two characteristics that
define these games. As opposed to other genres, the adventure told by the video
game may borrow elements from other media, especially from literature and films.
This phenomenon, that specialists have called “transmedia”, means that a story is
presented transversally through different formats. That is to say, it can be expressed
and communicated in many ways, using several languages. Each text will introduce
a specific and valuable contribution to the entire story line. For example, nowadays,
hero adventures like Harry Potter are present in more than one medium and appear
in multiple platforms. From and with the aid of video games, new discourses asso-
ciated to multiples ways of becoming literate are acquired. These video games give
us the opportunity to reflect upon how different literacy means are put in practice
and interconnect between one another.
The data obtained in the research have allowed us to analyze how students
develop their creative skills, especially related to the way in which they build sto-
ries on the basis of the contents of the video games. From this point of view, Harry
Potter and the Order of the Phoenix was especially useful. It is well known that, in
video games, the stories are only possible if the player’s activity updates the hero’s
life, with some independence of who designed the video game. Analyzing the writ-
ten productions from the children in the Harry Potter stories we can observe the use
of space (characters: Harry, Ron, Hermione, the Hogwarts school) as the context
where the action is temporary and the predominance of a temporary, as students
reconstruct the actions experienced in the game as a narrative.
The methodology on which our analytical process is based consists of our own
case study techniques, combined with the use of some practices of ethnography
and an ecological approach which explores what happens in natural situations
(Atkinson et al., 2001; Lacasa and Reina, 2004). Its validity is based on a detailed
description of the cases in which we can explain how people make sense of their
activities in defined socio-cultural contexts. We focus on ethnography because we
observe people’s activities in a certain environment, the classroom (Atkinson and
Hammersley, 1994). In this case, we are exploring how adventure games can be
used in the classroom, the possibilities and features they have and how teachers
and researchers can work with them; examining the possibilities offered by video
318 S.C. Gómez et al.
games from a research perspective of the internal narratives this possesses, and
analyzing the presence of stories in the games which help narrate the plot and allow
the construction of new stories generated from their use in language class.
This paper presents some of the results of a project carried out in collaboration
with teachers to explore how commercial video games can be used in elementary
classrooms. The data collected and analyzed for this research were gathered at pub-
lic schools in the Madrid region. During school year 2008–2009, we conducted
research in a secondary school where we worked with several grades. 300 stu-
dents aged between 11 and 16 participated in the general experience. Most of them
were secondary school students, although sometimes the workshops also welcomed
some secondary high school students, students with special needs and vocational
education students. This level of involvement had a huge impact in the centre,
which incorporated this project to the school’s innovation scheme involving its 7
educational departments.
The teachers’ collaboration with the researchers made the development of differ-
ent workshops possible. These took place during school hours and regular lessons.
What is different from a regular lesson is the methodology, not the content, even
though this can be extended and adapted, just as in any other educational context.
Video games become one more element of a wide multimedia context in which
participants combine the use of a number of technologies. For example, besides
game consoles and computer games, in the classroom we find books, notebooks,
the Internet, cameras, mobile phones and every other device which may be deemed
necessary.
We will focus on the workshop carried out with students aged 12–13 (groups
A and B) and their language teacher. The teacher was highly experienced, very
education-minded and innovative. He had already worked together with the research
team in a previous workshop with another game and another group of students. This
made him aware of how important it is to play before the video game is introduced
and, in fact, he had already “got past” 100% of the game’s levels by the time the
workshop came to an end. In this case, the work sessions took place for a month at
the end of the school year.
16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet . . . 319
The video game was played once a week for the hour corresponding to the lan-
guage lessons, although some more work was done at a later stage in the classroom
whenever curriculum issues came up on the language book related to the aim of
the workshop and the use of the video game. This was one of the teacher’s objec-
tives, working with the issues related to literary creations and narrative texts. For
this reason, the teacher thought it would be interesting to create a newspaper in
which the students could show their experiences with the game in the form of arti-
cles, interviewing the characters or simply evaluating the educational experience.
Its introduction in the workshop also allowed us to explore the construction and
development of narrative skills in the classroom by means of task resolution.
The teacher tried to get his students to apply theoretical learning curriculum text
types (narrative, description and dialogue) and the literary language they learned in
the language class. The game therefore became a tool that offers multiple language
text. To achieve this aim, during the duration of the workshop the teacher explained
the lesson plans related to the narrative, description and dialogue (Items 11 language
book presented here), with abstracts and contributions from the students themselves.
When analyzing the content featured in the language book, we can see that “the
narrative is the story of an event occurring to characters in a given time and space
(. . .) these events can be real or imaginary just like the characters, time or space in
which they occur”. Again, we see the connection we generated in previous theoret-
ical sections between the relationship of game and narrative. In this case, the game
will be used as an element leading to the creation of real or imaginary texts based on
the argument that includes the game, the characters (Harry, Ron and Hermione) and
context (the Hogwarts magic school) and main elements of the narrative text accord-
ing to the book. The value of play is that allows the creation of interactive narrative
in game and the reconstructions of the adventures in writing at a later stage.
We worked with the video game “Harry Potter and the Order of the Phoenix”.
This adventure video game offered new ways to tell stories in which characters,
objects, time and space combine to make the hero’s adventure more attractive.
During the workshop, the students were deep into the secrets of Hogwarts facing
multiple tasks and solving various problems they encountered as they progressed on
the game. Later, with the recreation of the newspaper “The Prophet”, all their adven-
tures were written, resulting in multiple texts. In this paper we find stories based on
the game as well as other fully imagined vivid recreations of scenes in the game
to achieve a goal or decide what is the ideal tool to compare the two worlds (real
320 S.C. Gómez et al.
and virtual), interviews with Harry Potter himself, his personal opinions about the
workshop, etc. What do all these texts have in common? The role that the students
play by becoming writers and conveying a message by telling their stories through
both text and image.
This workshop was organised around three main phases:
• Experienced players: This first phase was determined by the four sessions that
took place in the computer room or “video games room”, as the teacher dubbed
it. During this time, the students entered the dynamics of the game and discovered
the goals set by the teacher and their evolution in a real situation. The students
group had to become both explorers and observers, taking notes of everything
that happened for their final project. The teachers and researchers became aware
of the video game’s main feature: problem-solving.
• Thinking phase: The thinking phase refers to all the sessions held by the teacher
during a regular class with a more “curricular” attitude. We refer to those
moments in which the teacher teaches the material in the language book from
a different perspective since the video game becomes a work and reflection tool.
We can thus talk about applying knowledge after the workshop.
• Creation phase: This last phase focuses on the specific analysis of the process
which took place until the creation of final products, in this case Manuel de Falla’s
The Prophet newspaper. The teacher proposes the creation of several documents
(“articles”) to be gathered in the newspaper. They can choose between creating
documents close to the tasks in the video game or else more creative texts. These
documents go through three phases: a first phase of creation in paper, its Word
scan with images and writing and finally, its posting on the blog (http://www.
uah-gipi.org/aventuras/). The documents created by the students for the newspa-
per become key materials for the workshop. These texts offer information about
the perspective of students towards the workshop and, in addition, the links estab-
lished between the game and the player. The students identify with Harry Potter
and his adventures by facing multiple tasks and solving problems and by writing
about them later as if they were the authors of the story. The work created by the
students and collected for further analysis is incredibly valuable, as it allows us
to examine the way they viewed what happened during the workshop, the prob-
lems they encountered, the identification with the protagonist of the game, etc.
By analyzing some of the articles in the paper, we can see how the students put
in practice what they learned in class about how to reconstruct narratives.
reconstructing what happened in the game and putting in practice the educational
content of the course. This way, the students become writers during the time of
game – narrative reconstruction where the player is resolving a history of action –
and during the creation of the newspaper to make written reconstruction of their
experiences.
The game, therefore, will be a fictional universe in which through the scenarios,
characters, dialogues, etc. the player’s actions make sense in a story. This shows
that, while all video games are not narratives, the construction of the plot refers to
the narrative. The most interesting thing is the virtual world shared, how players
create the game’s story. The story starts, occurs and ends by the action of the player.
Following the premises of each of these trends, we will try to discover the pres-
ence of narratives and their use as generators of new stories. In this process and
as shown in previous page, we have resorted to the ideas of Orihuela (1997), Ryan
(2004) and Jenkins (2004) about the different styles of narrative structures behind
literary texts and video games and educational power in the school. Thanks to these
ideas, we find a close relationship between the action possibilities and narrative pos-
sibilities generated by a game. The video game narrates how the game develops as
it is being played. This is one of the conclusions we drew when analyzing the work-
shops. We sensed that Harry Potter could be a very appropriate game for the creation
of narratives, but during the workshop we found out that this was not the only use,
as it became an adventure video game that made students think and make decisions.
Helping our hero to complete tasks. IES Manuel de Falla. Opinion article: The Wii in
the classroom. Student of 1st ESO A
During this experience, the teacher gave each group a sheet of paper with several tasks
to complete. So, while we had a laugh, we helped our new friend Harry Potter to take a
camera from the roof, find talking gargoyles all over Hogwarts, taking a flying book using
charms. . . and not only that, because there were also minigames, such as a game of magic
cards.
In this text the student explains that the mission in the game is helping Harry
Potter to solve some problems such as “take a camera from the roof, find talking
gargoyles all over Hogwarts, taking a flying book using charms”. Therefore, the
game takes them to other actions in which we can see the hero’s superpowers and
heroic actions. In video games, identification is more intense because the user leads
322 S.C. Gómez et al.
the hero with a subjective or semi-subjective vision, seeing what he sees and feeling
his successes as his own. It is also interesting to see how the first person of the plural
is used (“we helped our new friend Harry Potter”) to refer to her action in the game.
That is, the player helped the character to complete tasks but it was the character the
one who acted, not the player.
We will include some of the texts written by the students to show that solving
problems and telling stories is not contradictory, but complementary. Let’s recall
that this type of dichotomy had been continually present in the workshop sessions.
The work by these students, published in their online newspaper, shows what Jerome
Bruner (2001) had already said some years ago in relation to these two human
capabilities, analyzing and telling.
The creation of texts in which they interviewed the game’s protagonist and in
which they had to compare their real school to Hogwarts School of Wizardry made
them think and compare their real world and the virtual one. We can find many
interviews in which they actually interview the actor playing Harry in the films,
while others interview the wizard in the imaginary world. It is even more interesting
to discover in their text on their ideal school how students are able to spot aspects
and features of the virtual world in their real-world environment: behaviour rules,
the value of learning, etc.
Our ideal secondary school. IES Manuel de Falla. Narration product. Student
1st ESO B.
OUR IDEAL SCHOOL
We like our school very much, but we also like some things about Hogwarts. They are taught
to obey the rules just as we are and to not marginalise others. Disobedience in Hogwarts is
punished as it is in our school.
In both schools you have to study in order to have a future and a reward.
In Hogwarts there are fair and unfair teachers, and we think the same happens in our school.
(. . .)
Teaching there is much more exciting but also much riskier.
We would only change that, otherwise we like our school better.
This article by two other students shows aspects in common between Hogwarts
and IES Manuel de Falla: “They are taught to obey the rules just as we are (. . .)
Disobedience in Hogwarts is punished as it is in our school”. It is remarkable that
both examples should refer to how respect to the rules is taught and how disobe-
dience is punished, both attitudes typical of schools, apart from the importance to
study in order to have a future and a reward. The students have understood that both
worlds teach values and behavioural patterns. Going back to the principles of learn-
ing and identity in the world of video games according to Gee (2005), this situation
lets students understand cultural models about the world and about learning. Both
in Hogwarts and in their school there is a set of rules, values and fairness which
is important and valued by the students. Children who learn with video games end
up thinking about their cultural models in relation to the world and to themselves
as people who learn without denigrating their identities, skills or social affiliations,
and they compare them to the new learning models. Now we will see another text
written by another student:
16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet . . . 323
Interview with Harry Potter. IES Manuel de Falla. Narration product. Student 1st
ESO A.
• Hello everyone, we have a very special guest today. He is someone that has achieved a
lot of success among teenagers with his books and films. Without further ado, here is
Harry Potter. Hi Harry.
• Hi Pablo, I am delighted to be here with you.
• As you know, you have achieved a lot of success worldwide thanks to the books and
films that tell about your adventures. How are you coping with such a luxurious life?
• Well, don’t think it’s just a matter of luxury and easy life. People think it is very easy
to do this, but that is not the case. I wake up at 6:30 every morning. Life at Hogwarts is
not just adventures and parties: there are also things like in any other school, there are
millions of exams and homework. (. . .)
The text shows that students are aware of the presence of Harry Potter in different
media: “He is someone that has achieved a lot of success among teenagers with
his books and films”. In addition, we see he adopts the character’s perspective, by
turning him into a “real” character that can be interviewed. “How are you coping
with such a luxurious life?” Well, don’t think it’s just a matter of luxury and easy life.
People think it is very easy to do this, but that is not the case.” In the newspaper we
can also find opinion articles on how the workshop went and what they discovered.
These opinions also include the existing relationship among the different media.
From the point of view of the narrative, both at the time of playing and at the
time of telling about the game, the player becomes the author of his actions and
texts. The story is created at the time of playing and moves forward according to
the design of the game, but given the textual nature of the video game, he narrates
and textualises whenever he plays. As for Harry Potter and the creation of literary
texts, we would focus on a more temporal vision, meaning that the students’ narra-
tions have an introduction, climax and ending typical of literary novels. The stories
that the students wrote focused on specific missions of the video game, but were
developed as if they had been written by J.K. Rowling herself. This proves that the
students created a link between the literary theories explained by the teacher and
the creation of their own “works” based on the game. A clear example of the pres-
ence of narratives in the classroom stemming from the use of the video game can
be found in the Harry Potter workshop and the articles the students created for their
final project (the newspaper). Here is one of the many texts written by the students
and published in the paper. We can see that the video game provides context for the
story and that the text is worthy of a novelist.
Narrating Harry Potter’s adventures. IES Manuel de Falla. Narrative product.
Student 1st ESO A
The gigantic Great Dining Room at Hogwarts School was full of people. Large window-
panes at both sides lit the room in which four rows of tables were situated along the dining
room. Teachers had their own tables, in front of all the others. Harry was with Ron and
Hermione. Ron Cheevey wanted to enroll in DA, Dumbledore’s army, but they had to per-
form a task for him. They must find an apple that could only be found in the Forbidden
Forest, to use it in making a potion.
We could say that this is one of the detailed descriptions by the author of the
novel, since this student surely used it for his story: “The enormous Great Hall at
324 S.C. Gómez et al.
Hogwarts was full of people. Large stained glass Windows on the sides filled the
room with light, in which there were four rows of tables along the hall”. On the
other hand, it should be noted that the episode narrated by this student in this text is
not found on the film or the novel, but it is one of the missions they had to carry out
in the game: “They had to find an apple which was only to be found in the Forbidden
Forest in order to create a potion”.
However, as discussed in previous pages, covering curricular contents is a per-
manent concern among teachers, but the knowledge that should be acquired does
not always motivate students. If, traditionally, cinema, television and newspapers
were good allies to motivate them, today video games can also play that role.
But playing is not enough, the fact of considering them educational instruments
requires teachers to use strategies that foster reflection processes. Moreover, if
we take into account that this was a Spanish language teacher, we will under-
stand it was necessary to look for resources that allowed them to reflect upon
the game and also to put in practice certain linguistic abilities and, why not,
within a transmedia experience in which the video game could co-exist with other
types of text and other types of discourse. All this drove the teacher to propose
the creation of the newspaper “The Prophet” in which, based on the adventures
experienced in the game, students could tell the story or describe the charac-
ters. They could also tell about their experiences at the workshop and how they
learned.
Description about what happened in the workshop. IES Manuel de Falla. Narrative
product. Student 1st ESO B
During the third quarter, we used the computer room to play Wii for an hour every Tuesday
for four weeks in the language area (Tuesday).
The experience consisted of the following:
– The game we played was “Harry Potter and the Order of the Phoenix”
– When we reached the room, the teacher gave us a series of tasks to complete, for
example, recruiting people for Dumbledore’s Army, the headmaster of
Hogwarts (. . .)
– After playing, we went to the classroom. In the following language hours, the
teacher took advantage of the material used to do dictations, texts and work on
the book or the game of Harry Potter.
I found the experience very positive, because on the one hand I could work in groups with
some of my peers and share opinions. I also think it’s interesting because the game can be
used for learning, it is a good way to enhance the pleasure of reading and it also helps us to
pay attention to a perfect narrative. (...) Conclusion: Playing can also be a means to learn.
This opinion article created by a student briefly describes many aspects so far dis-
cussed in our work, both in the history of the workshop and in this chapter. First, they
used the Wii console with the game “Harry Potter and the Order of the Phoenix”.
Second, how teachers use the game as an instrument for the kids to live many adven-
tures and then work on language issues such as dictation, texts, etc. in class (video
games and hidden curriculum). Third, the final product in newspaper format was the
key for students to be aware of the value of the word, different forms of narration
and the fact that a game can be a lot more than just a game.
16 Learning Narratives with Harry Potter. “Manuel de Fallas’s The Prophet . . . 325
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Chapter 17
Using Dungeons and Dragons to Integrate
Curricula in an Elementary Classroom
Alexandra Carter
How can an elementary teacher integrate a set math program with social studies,
literature, and writing? In this chapter, I will trace the development of a yearlong
project undertaken with my third-grade math students that addresses this challenge.
I planned for the students to design and play a game that would reinforce the con-
cepts covered over the course of the year, integrating social studies, writing, and
literature curricula with their math lessons. Both skill and content goals across the
curriculum informed lessons and activities. While I maintained overall control over
the direction of the project, students were intimately involved in planning and exe-
cuting the design, and we often altered plans to accommodate new, creative ideas
and suggestions provided by the students. I will discuss the background and ratio-
nale behind this project, goals and learning objectives for the students, lessons and
activities created, and learning outcomes and experiences of the students.
A. Carter (B)
University of California, Los Angeles, CA, USA
e-mail: [email protected]
Piaget, several educational specialists have argued that play provides the founda-
tion for later success in school. Fantasy play in particular offers many developmental
benefits. These include assimilation and associative thinking, problem solving, inter-
action with others, and empathetic development (Crawford, 1996; Donaldson, 1984;
Driscoll, 1994; Satterly, 1987; Vygotsky, 1978; Wertsch and Sohmer, 1995; Wood,
1998). Fantasy play also presents opportunities to expose students to a wide variety
of preparatory educational experiences, such as introduction to and application of
literacy, numeracy, and logic (Macintyre, 2001). For older students, researchers have
focused on the role that games can play in facilitating retention, engagement, and
interest (Randel et al., 1992). Combined with traditional educational methods, such
as lecture and assessment, games provide an additional means to support and apply
concepts. Students introduced to material through games and simulations report a
higher level of retention and enthusiasm for subjects than those who were introduced
to a subject through traditional lecture-style courses (Randel et al., 1992).
Other research shows how game design and the use of technology can also have
a positive impact on the ways in which students interact with information. This
research primarily focuses on the development of video games and the use of tech-
nology by students. However, some of the conclusions drawn by researchers and
practices used by video game developers have broader application to game design
in general. Game designer Lloyd Reiber and his laboratory demonstrated that video
game design creates a climate that encourages a love of learning and an interest in
the material (Reiber, 2001). Reiber maintains that game design teaches students
the “power of interdisciplinary problem finding, problem solving, collaboration,
communication, persuasion, [and] argument.” (Reiber, 2001). Students are more
involved and therefore more mentally engaged with the material during game cre-
ation, develop important interpersonal skills and problem-solving strategies, and
enhance their chance of retention. While the students in my math class did not
design a video game, the experiences they had and the outcomes achieved closely
paralleled the findings that Reiber described in his work.
The decision to adapt Dungeons and Dragons for math came from the students.
At the start of the school year, I suggested to the students that we create a game
for our math group that we could play all year, which would integrate what they
were learning in other subject areas into math. At the end of the year, they would
receive a copy of the game, which would be both a record of their work and a
tool for review. We discussed our options: creating a board game, a card game,
a jeopardy-style game show, and modifying one of the games that came with the
Everyday Mathematics program. I then encouraged students to go home and think
about the games they enjoyed, and we would come to a decision after discussing
everyone’s thoughts. Watching the students on the playground throughout the week,
I was struck by how many of them enjoyed playing their own interpretation of
Dungeons and Dragons. Some of the students had older Dungeons and Dragons
manuals from their parents or older siblings and shared these materials with others
on the playground. The game usually followed a loose resemblance to the actual
rules: students had a “dungeon master” who would direct the narrative and several
332 A. Carter
players who would participate in the story by asking questions about actions they
could take. The dungeon master would answer “yes” or “no” and continue the story
accordingly. On the playground, students also played Dungeons and Dragons as an
on-going chase or fantasy game, frequently involving humans and zombies. The stu-
dents clearly understood Dungeons and Dragons as fantasy-based storytelling game
under the direction of a narrator.
I asked students then if they would be interested in developing a version if
Dungeons and Dragons for our yearlong project. Most of the students were enthu-
siastic, so I suggested that we would start with a sample game and then see what
we could adapt, change, or borrow from the original to create our own Dungeons
and Dragons. I used an introductory version of the game that would be suitable
for young players who were not familiar with it. Wizards of the Coast produces a
version of Dungeons and Dragons with a recommended age range of six and up enti-
tled “Heroes of Hesiod,” available for free on their website (Morris, 2010). Susan
Morris, the author, created this game for teachers, librarians, and others who wished
to introduce the game to young players. The website emphasizes the educational
benefits of the game. Players apply mathematical skills, reading comprehension
strategies, creative thinking, and problem solving skills to the game (Morris, 2010).
The “Heroes of Hesiod” adventure provides a map and pre-made heroes and mon-
sters, therefore bypassing most of the initial preparation. This made it easier for
the students to play quickly and get a sense of the overall structure. The students
decided which elements of the game they would like to change after they finished
their first game. It became immediately evident that Dungeons and Dragons offered
wonderful opportunities to integrate math, social studies, literature, and writing cur-
ricula into the project. After I developed the project objectives, we began to design
our own version of Dungeons and Dragons. The assignments and projects evolved
organically from the students’ ideas and interests during design of the game. I did
not create set lesson plans, but developed lessons and activities with the students,
directed by the objectives I had set. It seemed natural to use Reggio Emilia approach,
which emphasizes the development and implementation of self-guided curricula. In
this process, the teacher develops activities based on student interest, asks questions
to further understanding, and engages in activities alongside the children (Cadwell,
2002; Lewin-Benham, 2005). The students designed this project, and I provided
materials and activities that incorporated student suggestions and the objectives I
had outlined before beginning the project.
17.2 Objectives
I created specific learning objectives for each of the content areas the game design
would address and attempted to integrate these objectives into every step of the
project. I developed these objectives from those in different skill and subject areas
across the curriculum, and they correlate to school, state, and national standards.
These objectives guided lessons and activities.
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 333
17.2.1 Mathematics
• Solve problems as they arose and related to the project
• Create word problems of varying degrees of difficulty that integrate new math
concepts for others to solve during game play
• Employ problem-solving strategies and techniques to solve in-game math
problems
• Use mathematical concepts to plan elements of design
• Develop characters and settings that are historically appropriate to the class social
studies theme, the Middle Ages
• Develop monsters and enemies based on research into myths, mythical creatures,
and superstitions, correlating with the social studies theme
• Develop chronological thinking and demonstrate chronological awareness
• Use mixed media (paint, colored pencils, markers, clay) to create characters and
monsters
• Integrate visual reference materials, including books and outside observation, to
create settings, monsters, and characters
• Extend research imaginatively to develop rich details for characters, monsters,
and settings, both in written and visual forms
• Create a system of symbols to represent elements in the game
• Thoughtfully analyze others’ creative works
• Provide thoughtful feedback about others’ works
The project was group-based, including large design teams and partnerships of
two or three. Some of the groups were allowed emerge naturally, based on students’
interests. Other partnerships were comprised of mixed mathematical and verbal abil-
ity. I hoped that the students would be able to work with and benefit from each
other’s strengths in these partnerships. The partners were equally responsible for
developing characters and solving problems, and it was my hope that partners could
teach each other, making the game fun and rewarding while minimizing frustration.
The Dungeons and Dragons design project was broken into six major steps, which
were co-developed by the students and me. This included the initial play and discus-
sion of the game, the three major design steps, the play of the game, and post-game
debriefing and modifications. This entire process would lead to the creation of a
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 335
second set of maps, characters, and monsters. The materials created by the students,
in-class discussions, presentations, and the game play itself provided numerous
occasions to assess the student progress in math, social studies, and language arts.
For each design step, all of which followed the same basic format, students began
by discussing the elements they believed were crucial to creating the specific com-
ponent of the game, and we outlined the necessary steps to complete each task. I
then developed a series of worksheets and organizers that integrated students’ sug-
gestions and ideas with components that addressed the objectives I had outlined.
For the settings, characters, and monsters, students developed their own research
questions to facilitate their creation. They then looked for answers independently, in
groups, and with my guidance. Students then designed the different game elements,
ensuring their research was reflected in their work. After conferring with each other
and checking their work with me, they created their final copies and presentations
for the class. Students enjoyed showing off and explaining their work. The audi-
ence was expected to listen thoughtfully, make note of elements that they thought
would be of use to them in their own work, and come up with one specific compli-
ment and suggestion or question that they would like answered by the presenters.
Pupils were therefore actively engaged in listening and responding thoughtfully.
They also benefited from the work that others had done, making the project more
robust overall.
I created reference handouts based on the “Heroes of Hesiod” materials that broke
the steps of the game down in simple language for the introduction to our game.
Students were placed in mixed pairs according to mathematical ability. Before
playing, we discussed the rules of the game as a class, pausing to check for com-
prehension and answer any questions. We also discussed proper behavior while
working in pairs and solving math problems during the play of the game. Students
then looked over their character and asked the dungeon master (in this instance, me)
questions. Characters were not allowed to attack each other, thereby eliminating the
possibility of students working against one another. Student pairs could work with
others and use the cooperative advantages built into the game, such as working with
another hero to perform a special attack. Some students eagerly took advantage of
this opportunity.
We began our game by looking at each character and discussing various strategic
possibilities. Because the students had already played other strategy games as a
part of their social studies curriculum, they had begun to develop some sense of
long-term strategic thinking. They applied this experience to their suggestions for
possible strategies and tactics they could use in the game. The entire introduction
took about two and a half hours.
The pre-game discussion also addressed some of the mathematics objec-
tives. We talked about the different ways we could calculate area and perimeter
while considering the game map. Some students were already comfortable with
336 A. Carter
multiplication and quickly found the area after counting the numbers of squares in
the rows and columns. I had other students double-check by counting and adding
the squares. We also discussed various ways to find the perimeter and ratios for the
number of cages and barriers on the map. I also decided to use three 6-sided dice
instead of using one 20-sided die to determine the outcome of an action. Students
would therefore have to work through addition problems with multiple addends to
figure out if their attack hit their target. Each pair was given a small whiteboard and
two dry-erase markers. When a math problem came up, such as calculating whether
or not an attack hit, all students were expected to solve the problem quietly on their
whiteboard. The pair attacking had to check to make sure their answers were in
agreement. Once they had solved the problem, they could share their answer with
the group. If they were correct and their attack hit, then damage was done. If they
were incorrect, other students had a chance to share the correct answer. The pair
with the correct answer could then move their character one space. I noticed that
several students who typically worked slowly through addition problems eagerly
volunteered correct answers, supporting the argument made in the research reviewed
above that students who are engaged in a project or game will more actively apply
skills towards a goal in which they are invested.
After the game was over, we discussed ways to modify the game for our math
lessons. Students quickly agreed that there should be a variety of problems for the
heroes to solve, ranging from easy to difficult, and they quickly began creating prob-
lems based on the math unit in which they were working. This was an ongoing
process. I often asked students to create problems based on a math lesson that had
just been taught or on the content of the unit that had just been covered. Students
eagerly developed math problems as a warm-up activity or as homework. It helped
them reinforce the concepts that had been covered in class and provided me with
an ongoing assessment of their understanding and application of mathematical con-
cepts. I also got a sense of their own self-assessment, as they created problems in
accordance with their definition of what “easy,” “medium,” and “hard” were. While
some students created straightforward math problems, others created very involved
riddles and puzzles that demonstrated a sophisticated understanding and application
of concepts. Having the students share their problems in class inspired others to
develop and solve more intricate problems.
Students were also excited about designing the settings, maps, monsters, and
heroes for our game. They decided that we should create the settings first, and
then students could create their own monsters and heroes. Part of each math les-
son was dedicated to creating problems for our game, and we had special blocks of
instructional time dedicated to developing the other elements of the game.
17.3.2 Where Will Our Story Take Place? Designing the Setting
Our version of Dungeons and Dragons had to conform to our social studies theme,
the Middle Ages. The first design step was the creation of settings and maps for our
adventure. The students had just finished a project in which they created a medieval
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 337
manor house and village, so they had several ideas ready. They had also had some
exposure to different settings in their “Story Starters: The Middle Ages” writing
program, which helped students develop characters, settings, and plots that were
historically appropriate. Using their suggestions, we created a master list of loca-
tions: monastery, village, forest, castle, dungeon, mill, and manor. Students were
then asked to vote on the different settings. After the votes were tallied, we discussed
a reasonable way to decide which settings would be used. One student suggested
using data landmarks (maximum, minimum, median, mode, and range) for the tal-
lied votes, as we had just finished a unit about them. We decided that the main part of
the story should take place in the setting that got the maximum number of votes, the
beginning of the story would take place in the setting that got the minimum, and the
story would end in the setting that received the median number of votes. Students
created bar graphs, found the landmarks, and determined that our story would start
in a monastery, continue into a forest, and end in a castle with a dungeon. I then
asked students which setting interested them the most, and assigned them to groups
based on their preference.
The students and I discussed the different elements that made up the setting in
the original game before beginning the setting design. We talked about the role of
the dungeon master in describing the setting, the elements on the map, including
cages and barriers that existed in the “Heroes of Hesiod” village, and the perime-
ter, area, and ratio of barriers and cages. As we talked, the students recognized the
need to do some research into the different settings before they could create maps
within those settings. They also decided that the forest map should be bigger than
the monastery and castle-dungeon maps, as the story would mainly take place in
the forest. After exploring these issues, I developed some handouts for the students
to organize the steps they would need to take in designing their settings, and we
developed specific area parameters for their maps. The monastery and castle both
had areas of 200 square inches, as they were the beginning and the end of the story,
whereas the forest had an area of 250 square inches. Students also examined the
ratio of barriers to cages in the original game. We decided to modify the ratios of
the barriers and cages to the total area; the ratio for all of the maps was 1:25 for
cages and 1:10 for barriers. The students felt this would give the heroes enough
space to move around and a reasonable number of challenges for the heroes. The
students also determined the organization of the groups and developed a list of
jobs for the members based on their experience in science class, in which each
student played a specific role within a group. The jobs for the groups included: the
“organizer,” who was responsible for overseeing the direction of the project, keep-
ing everyone on task, and making sure that everyone had a chance to participate;
the “secretary,” who would be responsible for the group’s materials, maintaining
neat, clean records, and keeping track of assignments; “getters,” who would get
or return the materials needed by the group and ask the teacher questions; and the
“checker,” who would double-check the assignments as they were completed to
make sure the work was accurate and correct. I emphasized that all of the students
were responsible for the work that the group produced and had to perform each
role at different points to produce high quality work efficiently. Students negotiated
338 A. Carter
between themselves which roles they would most like to have in the group. They
decided amongst themselves when to switch roles according to preference and
perceived skill.
The first step in designing the settings was developing research questions and
finding answers. I gave the students some handouts to organize their questions and
keep track of the resources they were using. We discussed what sorts of general
questions students would need to ask to create settings that were historically appro-
priate. We also talked about ways to manage their information, including keeping
research journals, using note cards, and dividing questions among group members.
After the groups were given time to develop their own research questions, we gath-
ered to share the questions with the rest of the class. The other groups had a chance
to suggest other ideas to the group and modify the questions presented to fit their
own research needs after groups presented. For example, the group designing the
forest developed a series of questions about what trees exist and what animals live
in European forests. The monastery group asked the students working on the for-
est if the forests had changed from the Middle Ages to the present. The forest
group agreed that this question should be researched, as the trees they wanted to
draw may or may not have existed during the medieval period. The castle group
praised the forest group for developing questions about the appearance of the for-
est and added questions to their own research about the appearance of the building
materials used to construct a castle. Sharing questions helped students refine their
own research questions, and the questions asked demonstrated the students’ devel-
oping understanding of chronological thinking creating targeted, specific research
questions.
To complete the research, students brought in books from our classroom library,
the school library, and from their houses and public libraries. We spent some time as
a class exploring the different features of these books to guide independent research,
including the table of contents and the index. We explored three different resources
as a class to find the answer. I also set up my computer for guided Internet research.
Students could come and work with me individually or in groups to find ques-
tions to their answers using the Internet. We developed guidelines for search terms,
examined different websites, and discussed accuracy and reliability by comparing
websites to one another and to the information in books. We developed questions to
ask when looking at a website to analyze its reliability, including who the author is
and what resources he or she used. The web-based research was limited and guided
carefully because I was working with a younger group of students, but it provided
the opportunity to introduce important questions of reliability and safety. During
class, I kept a running list of questions posted on the board to remind students of all
the questions the different groups were answering. Students shared their resources
with both their own group mates and with the class as a whole, making the research
experience richer, more robust, and efficient. This process took approximately two
weeks, with about three and a half hours each week given to the project. The stu-
dents’ research prepared them for their subsequent research for their character and
monster development, which they conducted independently and with a partner.
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 339
Students created their maps based on their research. Using the parameters they
developed at the beginning of the design, they figured out how many sheets of 9×6
one-inch grid paper they needed, how many barriers and cages their map needed
(based on ratios), and what the perimeter of their map was after they had created
it. These activities reinforced the concepts that had already been covered in the
math lessons and introduced using and applying ratios, which would be taught for-
mally toward the end of the year. After giving students some time to figure out these
issues independently and with their group, we discussed the problem-solving strate-
gies the different groups used. Students had a chance to hear what strategies their
classmates were using and worked together to develop shortcuts for solving these
problems. The groups then created their rough drafts, designing barriers and cages
based on modifications of historically appropriate objects. Students used thick card-
stock to create their final draft maps after having their work checked and approved.
The entire process reinforced planning strategies and careful attention to detail, as
well as using math and research creatively. The final maps were laminated for the
game.
Students described their settings and created a style sheet that the dungeon mas-
ter could use to guide the players through the game. We developed a list of elements
all settings should contain. These included the weather and time of day, the appear-
ance of the interior and exterior of the setting, different sounds that the characters
might hear in that setting, and objects, people, and monsters that the heroes might
run into. Students determined what these elements would be for their setting as a
group, wrote short, two-paragraph stories set within their setting, and had their work
edited by peers in their groups for content and form. Some of the stories were quite
involved. For example, one student in the monastery group was particularly excited
about having zombie Templar Knights rise from the grave to attack heroes who
had forgotten their homework. His work integrated the writing goals of including
descriptive details, such as “dark, smelly tombs,” and his research, as the Templar
had been buried after being killed in Crusade before coming back to life. After
peer editing, students worked with me to edit and produce a final draft. The dual
editing process helped foster a greater awareness of grammar rules, proper organi-
zation, and well-crafted sentence construction. Groups gave short presentations in
which they showed off their maps, shared their stories, and talked about interesting
facts that they discovered in their research. The students in the audience took notes
and gave feedback, which included thoughtful questions, suggestions, or specific
compliments for the members of the group.
The experiences that the students had creating the maps and settings provided a
framework for the last two pieces of development, the monsters and the characters.
With some modifications, the process the students used to develop the monsters and
heroes followed the same steps that were used to develop their settings. Each stu-
dent was responsible for creating at least one monster and co-creating a playable
character for the game. Students were prepared to develop their own research ques-
tions, find their own answers, and create their own monsters and heroes based on
that research because of their work developing the settings.
340 A. Carter
Students were responsible for developing one monster that would exist within their
settings. They could then create any monsters they wished for the other settings,
which only had to follow the same basic parameters developed for the monsters.
Students researched medieval myths, mythical creatures, and medieval superstitions
and created monsters based on their findings. Some students’ monsters were based
on different mythical creatures, including those from Greek and Roman mythol-
ogy. After doing preliminary research, students came up with the following research
questions: whether or not they thought medieval Europeans would have believed in
the creature, when people believed in the creature, where the creature first origi-
nated, what the creature looked like, and what special powers it had. I made up
a short worksheet that included these questions and a place to record the titles of
books and websites the students consulted. We also discussed the concept of myths
as foundation stories or explanations for the way in which the world worked, but the
students were not expected to figure out how the creature they researched fit within
that worldview. Some visual aids were used to track our research, including a class
timeline and a world map of myths. Students put their myth or monster on the time-
line and used thumbtacks to mark on a map where the myth originated during their
presentations.
The parameters for the monsters were based on those found in the “Heroes of
Hesiod.” The students decided that the monster attacks would be determined by the
roll of a 20-sided die, rather than having the dungeon master solve math problems,
and that the attacks would be based on the actual special powers of the creatures and
myths they researched. Students also felt that monsters should have more hit points
and special attacks as they moved through the game. Monsters in the beginning of
the game were therefore weaker and more easily defeated than those at the end.
Accordingly, students developed three attacks for the monsters in the monastery,
four for those in the forest, and up to six for those in the castle. Monsters in the
monastery would also have two-thirds the amount of hit points as those in the forest,
and those in the forest would have three-fourths the amount of hit points as those in
the castle. We decided that all of the monsters in each setting would have the same
amount of hit points, giving us an opportunity to introduce fractions of a whole.
The monsters in the castle had between 20-35 hit points, and students used base-
10 blocks, money, and other manipulatives to figure out the fractional parts and
the appropriate number of hit points for each of the monsters in the other settings
based on this. The students shared their problem-solving strategies with the class
after working through the problem independently and in small groups. Fractions
were later introduced in a formal math lesson, and we revisited the issue of hit
point fractions at that time, adjusting the numbers and developing new monsters
accordingly.
In presentations, students shared background information about their creature
and discussed the modifications they made to make their creature a part of our game.
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 341
Although the students were not required to write a back-story for their monsters,
they did have to write a one-paragraph summary of the information that they had
found on the monster, which would be included in the game. The dungeon mas-
ter would introduce the monster as it was released from its cage, giving a bit of
background information to help the players know what to expect. Students were
encouraged to go back and add in interesting and colorful adjectives to make their
monsters more exciting during game play. We used the thesaurus in this activity,
and the class developed a long list of alternatives for adjectives, such as “scary” and
“evil,” and this list was referred and added to throughout the rest of the year. This
activity helped reinforce the writing objectives for using colorful and descriptive
language and using the thesaurus to improve writing.
Some students also developed creatures that had special mathematical abili-
ties, such as the power to slow heroes down according to their ability to solve
fraction problems. Should the hero fail to solve the problem, the “fraction ghost”
would slow the hero’s speed down by the correct fraction for two turns. Although
these additional creatures were not based on historical research, they demonstrated
the application of mathematical concepts to the game in ways that were creative,
innovative, and engaging for the other students.
The monsters and presentations served as an assessment of the research skills
introduced during the development. Because of the experience that the students had
working in a group to develop questions and using a wide variety of sources to find
the answers, students quickly moved through the research process and had monsters
ready for the game in a week of four, one-hour lessons, including two nights of
homework. The presentations, which were each about five minutes with two or three
minutes of questions and feedback, took another hour.
The last step in modifying Dungeons and Dragons was creating the heroes. The
entire hero production process was the shortest. Students had done a lot of the
preparatory work and had given much thought to the characters they wanted to cre-
ate. Therefore, character development focused less on research skills and more on
writing. This step took one week: three one-hour sessions in class and one research
and note-taking assignment given as homework. In pairs, students developed their
own character, whose specific traits and skills came from the medieval occupation
that he or she had. Students reviewed information about their characters’ occupa-
tions in their social studies materials and reviewed the specification sheets for the
heroes to develop general parameters. Students decided that their character sheets
should have a picture, the character’s occupation, one-paragraph back-story, two
weapons (one of which based on a tool that their character would use in their occu-
pation), three types of attack (which would correlate to the easy, medium, and hard
math problems heroes had to solve), hit points, armor strength, speed, and a special
attack.
342 A. Carter
Students were required to figure out what the ratio of armor to hit points was for
the heroes that already existed in the game to develop ratios for their own characters.
They then applied that ratio to their own character using different numbers. Before
assigning them this task, I reminded the students of the work we had done to figure
out the fractions for the monster hit points and the use of ratios in the number of bar-
riers and cages for the maps. I asked the students to try to recall the various solution
strategies we had used as a class to solve these problems. I anticipated that some stu-
dents would struggle with this activity because it had not been covered formally. We
discussed using even numbers, sets of ten, and numbers related to money to make
the ratio problem easier. Most students applied the skills they developed in creating
the maps and monsters to this assignment, which helped me assess their progress in
math and prepared them for formal ratio and fraction lessons. I used the think-pair-
share strategy for this activity. Students thought about the problem independently,
discussed it with a partner, and then shared their problem-solving strategies with the
whole class. The pairs then developed a hit-point-to-armor ratio for their character,
using one of the strategies discussed.
In their social studies lessons, students had learned about the different types of
medieval armor and weapons and some medieval occupations. Students therefore
did not need outside research to complete their character development and began
writing. Using the work that they had done with the “Story Starters: The Middle
Ages” writing program, which provides a detailed list of all the elements needed
to describe a character fully, the students developed rich descriptions of their char-
acters’ faces, eyes, hair, clothing, occupation, hopes, and desires. Students created
images of their characters based on their descriptions and made tokens that would
represent their character on the game board. Students also created one weapon for
their character that was a modified version of a tool commonly used in their occu-
pation. For example, one pair created a fearsome woodcutter who wielded a pair of
axes to attack his enemies. His other weapon was taken from the work the students
had done with medieval arms and armor; in this case, he had a long bow. The stories
were edited and transferred to cardstock, and the tokens were laminated. Students
then shared their creations with the class and were ready to play!
The game play followed the same instructions as the original “Heroes of Hesiod,”
with the only modifications being those that the students had created. The game
itself was used as a reward for the whole class completing the work assigned dur-
ing the week. Students therefore had a greater incentive to finish and often worked
more cooperatively and quickly through their assignments. They also continued to
develop problems as we covered new material.
The tokens the students developed to represent both the monsters and the heroes
were attached to the board using a piece of sticky-tack. This made it easier to track
progress from week to week. Students also had folders in which they kept their
hero’s statistic sheet and a sheet of paper for keeping track of hit points, damage to
17 Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom 343
monsters, and the math problems they were asked to solve. One of the students sug-
gested that they also keep a log of the heroes’ adventures. Students eagerly created
hand-made journals and wrote in the voice of their hero as she or he progressed.
They routinely shared these journal entries with the class. These entries were often
humorous and integrated the work the students had done creating the game. Students
colorfully described settings and monsters and built upon these descriptions to cre-
ate a rich fantasy world. They employed vibrant, colorful adjectives and verbs to
describe near misses, frightful encounters, and heroic victories. For example, the
woodcutter ran into the “dreaded” fraction ghost in the forest. The ghost, who
was “translucent white and floated about three inches from the ground” attacked
the woodcutter, “holding him in the ghost’s terrifying math clutches.” The student
wrote that the ghost “demanded, with a voice that sounded like the Black Death”
the answer to a “challenging” fraction problem. It was only by the help of the “inge-
nious hawker” with her “helpful hawk” that the woodcutter was able to solve the
problem and escape. This activity strengthened the students’ engagement, helped
them develop stronger writing skills, and demonstrated their application of social
studies, writing, and math.
Because the students were involved in this project as designers and co-creators, they
maintained a high level of enthusiasm for math class in general and for the design
activities specifically. Frequently, students expressed that they were very excited
about the project and disappointed that we could not spend more time working on it
each day!
At each stage of development, the students were intimately involved in the direc-
tion of the project and were instrumental in determining what actions should be
taken to complete the project. They often developed new and innovative sugges-
tions for monster and character elements that I had not anticipated. The experiences
I had and lessons I developed will serve as a guideline for future project; I am con-
fident that using this model with other students could yield interesting, unique, and
rewarding results.
The particular group of students I worked with offered a series of challenges,
as many of them were struggling in math and reading, while others had serious
attention and concentration challenges. These issues made following a set math cur-
riculum extremely difficult. When I first suggested that we play a game, the students
were very enthusiastic and the students struggling the most received the greatest
benefit. Students who normally refused to participate eagerly offered answers when
designing, adapting, or playing the game. However, these students enthusiastically
applied the knowledge they hesitated to share previously in class or demonstrate on
written assessments. They reflected on the project and said it did not even “feel like
math.” These students felt confident about using their math skills and demonstrated
an aptitude for math that they did not show elsewhere. One student, who frequently
demonstrated an apprehension towards math that translated into poor performance
344 A. Carter
The project gave me a chance to assess students’ social and emotional progress
working in a variety of different configurations, from large groups and partnerships
to sustained individual work. I routinely asked students to reflect on their expe-
riences working with different groups. We talked about how students negotiated
the division of labor, how they ensured that everyone contributed, and how they
managed disputes. Students shared problem-solving strategies and worked through
issues in a safe and caring environment. We role-played different scenarios that
came up in groups and developed good solutions for managing conflict. While
different configurations offered different social challenges, several of the students
began to use strategies whole class had developed to cope with conflict. Towards
the end of the project, many of the students who had struggled socially developed
better social strategies for coping with others who upset them, managing their social
issues with greater independence, tact, and success.
I was lucky and grateful to have had the opportunity to undertake a sustained design
project like this in an elementary classroom. I think that this project could be used in
a wide variety of educational settings, including high school, and could offer more
sophisticated opportunities to integrate other subjects, including science. The game
could be easily adapted for different social studies themes in different elementary,
middle, and high school settings.
One of the biggest challenges teachers may face in using this project is having
enough time. There are, however, several possibilities that this project presents to
address this issue. In the elementary classroom, students could work on the project
in each of the content areas, creating math problems during math class, researching
during social studies, and writing during language arts. Students could integrate for-
mal lessons into their specific project design goals during instructional time, rather
than carrying these skills into periods devoted only to the project. Teachers can
also modify this project according to the time they have. The game itself offers
opportunities to use problem solving skills, mathematical concepts, and creative
thinking. Teachers could therefore play the game as it is, or with modifications that
they develop, as a stand-alone math activity. Students could write reflections and
extensions of the adventure after playing the game, applying language arts skills
to their experience. Teachers could also decide which elements of the game they
would want students to modify, thereby having students work through the research,
design, and implementation without using instructional time to discuss and decide
on these steps with the students. Teachers could also choose one or two elements to
modify and allow students to initiate the process with teacher direction, rather than
modifying the entire game.
The project also offers opportunities to integrate other curricula, including
science. For example, physics students could calculate the force and distance trav-
eled by different weapons, create ratios of scale, and then apply it to the weapons
that the heroes use. Geography students could create scaled-down maps of actual
locations for the game and research these areas to add in appropriate details. These
346 A. Carter
students could also direct their heroes using latitude and longitude. Art students
could create small statues of their heroes, three-dimensional cages and barriers, and
lavishly illustrated maps and drawings of their adventures. The basic elements of
the game offer many different opportunities to teachers in all different disciplines,
and I hope that my experience demonstrates some of the possibilities it presents.
Lastly, this experience has demonstrated that game design in the classroom offers
a plethora of opportunities for students to grow as creative, critical thinkers. My
students generated a list of very interesting game design possibilities and were par-
ticularly excited about using Dungeons and Dragons. Other students may be excited
to develop their own versions of Monopoly or Risk or use elements of many different
games to create their own. Older students would definitely benefit from the oppor-
tunity to pull apart and critically examine several different types of games before
designing their own. It would bolster their critical thinking, analysis, and synthesis
abilities and provide the teacher with different opportunities to assess their progress.
Student-initiated design projects invest and engage students in meaningful work that
requires them to pull upon a diverse array of skills to create something of which they
can be proud. I look forward to using game design as a foundation for building other
lesson plans and projects for students, and I hope that my experience will encourage
others to do the same.
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Chapter 18
Modding in Serious Games: Teaching
Structured Query Language (SQL) Using
NeverWinter Nights
Mario Soflano
18.1 Introduction
In educational technology, the invention of the E-learning system has been a major
breakthrough . And yet, while E-Learning, with its slogan ‘Anytime, Anyplace’,
has proven to be educationally useful, it does have difficulty in keeping students
engaged and motivated over the course of a long learning process (Connolly and
Stansfield, 2007). These same problems are also found in classroom education.
The learning materials in E-Learning system are usually presented in a less inter-
esting way and provide limited scope for interaction which restricts how engaging
they can be. Many E-learning systems have been abandoned by students through
boredom.
On the contrary, video games are highly engaging and people of all ages and
genders can play games for many hours without realising it. Consequently, over the
past 15 years, educationalists have investigated the potential of using video games
in teaching and this has given rise to terms such as Games-based learning (GBL) or
Serious games (SG).
While SG exploits the benefits of video games, it also shares the same compli-
cations in the development process. Compared to E-learning, the development of
video games, whether for educational or for commercial purposes, is considerably
more complex.
M. Soflano (B)
School of Computing, University of the West of Scotland, Paisley, Scotland, UK
e-mail: [email protected]
• Requirements Identification
• System definition
• Design: System Design, Program Design
• Coding/Implementation
• Testing
Because the key elements are similar, games developers can adopt development
life cycles from software engineering. There are certain software engineering life
cycles which can be used in games development, such as the Waterfall model,
the V-process model, the Incremental model and the Iterative model (Whitten,
1995; Hughes and Cotterell, 2006). To choose which model to use, the developer
must refer to the requirements and specifications defined in the early stage of the
development.
The Waterfall model is usually used when the requirements and specifications are
clearly defined, and this then allows the project to proceed from one stage to another
stage in a sequence. Essentially, the Waterfall model only allows one way for-
ward, from the beginning to the end without any back-tracking. While this approach
generally requires less development time compared to other models, uncertainties
sometimes arise during the development phase which result in the need for a more
flexible approach (Fig. 18.1).
The V-process model has a similar structure to the Waterfall model. However,
after coding/implementation, each element is tested and modified if required. This
can lead to a longer development time but has the advantage of normally producing
well-tested results (Fig. 18.2).
While the Incremental model follows a similar structure to the Waterfall model,
the result of the design process is broken down into small components. Each com-
ponent is designed specifically and then developed and tested separately before all
the components are integrated and tested together in later stage. This model is also
used when requirements and specifications are clearly defined (Fig. 18.3).
Unlike the previous model, the Iterative model is usually used when the require-
ments and specifications are not clearly defined. In this model, each individual
requirement is designed, developed and tested. When a requirement is fulfilled, the
next requirement is the next iteration and undergoes the same process as the previous
requirement (Fig. 18.4).
Requirements
Definition
Design
Coding
Coding
Requirements
Definition
Design
Component 1 Coding
Component 2 Coding
In the early stages of serious games development, user requirements and the
purposes of the game are usually identified through brainstorming. Target user iden-
tification and the outcome expected from playing the game are examples of elements
which need to be identified at this stage. These requirements determine how the
game will be designed. For example, if the game is targeted at school children then
it should be a simple one with a simple storyline and interface.
Based on requirements, the game concept is specified by identifying certain
details such as genre, game mode (single player or multi player), platform on which
the game will run, interface style (2D or 3D), gameplay (using mouse or keyboard),
engine to be used, etc. As the result, it is possible to identify the essential elements
of the game including its properties.
The next stage is the design of the game. In video games design, there are 2 main
areas: game design and technical design (Bethke, 2003). Game design is basically an
extension of the game concept specified previously. The detail of the gameplay, the
350 M. Soflano
Requirement 1 Requirement 2
Definition Definition
Design Design
Coding Coding
storyline and the relationships between game elements are usually finalised at this
stage. The result of this stage is a game design document which provides detailed
information about the appearance of the game and how it is played. Then, based on
the game design document, the properties and relationships of the game elements
are coded into either a procedural or object-oriented programming logic, in technical
design stage.
In requirement analysis, game definition, game design and technical design stage,
the project manager and the game designer occupy the main roles. In the implemen-
tation stage, more roles are required, such as those of graphical designer, animator,
programmer, sound engineer, etc. Depending on the scale of the game, each role
could require more than one person and each role has its own responsibility. For
example, the project manager has to be able to plan the project to meet deadlines
and budgets, a designer must design the environment and the story of the game and
also produce graphical assets, the programmer will create interactions and backend
scripts and also assemble all the game elements, etc. The skills required for each
position are also different. For example, a designer needs to be familiar with Adobe
Photoshop for 2D objects and 3DMax for 3D objects, a programmer needs to know
how to script depending on the game engine used, etc. Thus, in games development,
various skills are required.
At the same time, most SG developments are less well-resourced in compari-
son with commercial game development so there are limitations when it comes to
recruitment to the different sections of the SG development team. One solution is to
choose a game engine and a game development toolset that fits the game and also
accommodates the skills of the members of the SG development team. For exam-
ple, if the members of the team are less skilled at programming, then it is better to
find an engine that provides pre-defined functions. Choosing the right engine is also
important as it can help the development process to run smoother and faster.
When designing and developing serious games, the main concern is to design
a game that can teach the subject to be learnt effectively while remaining fun and
challenging. While it is relatively easy to make a game which is fun and challenging,
not all games manage to teach the subject effectively. A further problem is that some
18 Modding in Serious Games: Teaching Structured Query Language . . . 351
students lose interest in the game when the learning process is either too obvious or
too demanding. In other words, by fitting the learning materials to the gameplay
and the gamestory, the player is expected to see the learning material as part of the
game. By doing so, the game can still be fun and manage to challenge the player to
master the material in order to complete the game. The learning process must also
be gradual so that the beginner does not find the learning curve is too steep and be
put off by this.
Amongst all the mods created, there are some which gain global success. One
such mod is a 3D First-Person-Shooting (FPS) called Counter Strike which was
developed based on the original title Half Life developed by Valve. Half Life was
released in 1998 and Counter Strike was first released about a year later. Since then
Counter Strike has been a global phenomenon and has featured in international game
352 M. Soflano
Another successful mod is Defense of the Ancient (DotA) which was developed by
fans of Warcraft 3. While Warcraft 3 was developed by Blizzard, DotA was designed
and developed subsequently by 3 fans nicknamed Eul, Guinsoo and IceFrog in the
period since 2003 using Warcraft 3 World Editor. Since then changes and improve-
ments are still being made to the game, such as the addition of new skills, new units,
new items, new maps and improved computer artificial intelligence (AI). These
changes and improvements usually provide new experiences and challenges and
that is perhaps why many people still actively play DotA.
While Warcraft 3 is a Real-Time-Strategy (RTS) game, DotA shares more char-
acteristics with Action Role-Playing-Games (RPG). Warcraft 3 has a single-player
campaign scenario and a multiplayer game while DotA essentially focuses more
on a multiplayer game against other players or computer AIs. In Warcraft 3, the
player needs to micro-manage all the game activities from building a base, managing
resources and training armies to controlling units when attacking opponents. The
winner in Warcraft 3 is determined when all opponents’ bases are destroyed.
Meanwhile, in DotA, the war is between 2 groups: sentinel which is located in
the south west and scourge which is located in the north east of the map. Each
group has its own base and a main building located in the middle of the base. The
18 Modding in Serious Games: Teaching Structured Query Language . . . 353
main objective in DotA is to destroy the main building of the opponent. Compared
to Warcraft 3, which requires the player to control whole units, the player in DotA
only controls one special unique unit/hero. Each side also has armies which auto-
matically regenerate after a certain time and automatically attack enemies on their
fixed paths. There are 3 fixed paths which connect both bases and the armies auto-
matically follow these paths to the enemy’s base and attack any armies or heroes
of their opponent on the way. Each killing of a unit or destruction of an opponent’s
building wins money as a reward and also gives experience which allows the player
to increase their level and upgrade their skills. The money can be used to buy items.
The player can also micro-manage the controlled hero to get a last hit at the enemy
which brings a bonus of extra money and experience.
Winning at DotA relies heavily on the teamwork skills of the team members
which makes this game very challenging, interesting and useful for teamwork train-
ing. It is very difficult to win this game single-handedly. Each group member has
to be able to plan and agree on a strategy in which each member will have differ-
ent responsibilities and tasks to perform. In forming a strategy, the members need
to understand the strengths and weaknesses of their teammates and it is important
that they help each other out when a teammate is in trouble. During the game, the
players must concentrate and be aware of their surroundings if they are to avoid
being ambushed by their opponents or to be able to help teammates when required.
Figure 18.5 is the screenshot of DotA gameplay.
By using the branching conversation, the developer can give alternative instruc-
tions depending on the player’s response and to give the player options to choose
between different learning paths.
As NWN2 has been extremely popular since its release, it has established an
online community of fans and developers who are usually very responsive when
a development problem arises. Some developers have also developed additional
functions and plug-ins for different purposes. One of the NWN2 developer
communities has developed NeverWinter Nights Extender (NWNX) which can con-
nect the mod to an external database such as MySQL and also host a multiplayer
356 M. Soflano
game. The ability to connect to an external database can be used to record player
response such as the learning path and the options chosen by the player. For exam-
ple, the data recorded can be used to identify the strengths and weaknesses of the
player.
The first advantage of this tool is its graphical assets. This is particularly use-
ful for the serious games developer who does not have particular skills in graphical
assets design. By using the graphical assets provided by this toolset, the game envi-
ronment is designed faster and more easily insofar as the developer no longer needs
to create graphical assets. The graphical assets are also highly customisable and can
be used for different purposes.
Besides graphical assets, the toolset also has a library that provides basic func-
tions and actions. The actions usually used in RPG are walk, talk, attack, open,
use, etc. Each action is controlled by functions and the functions can be accessed
by using NWN Script. It is possible to combine several functions to create a new
action.
18.4.2 Unreal
In first person shooting (FPS) game, one of the famous titles is Unreal developed by
Epic Games in 1998. Prior to its release, Unreal was often compared to Quake and
Doom because of the similarity in its gameplay. However, Unreal with its Unreal
Engine has proven to be technically superior to its competitors especially in terms
of its graphical display capabilities. For some graphic card companies, Unreal has
become a benchmark for quality testing. Since then, Unreal Engine has undergone
further development and, at the present time, the engine is considered to be the best
game engine. Especially for 3D games. The engine itself is highly appreciated in the
gaming community and this is reflected in the awards it has won since 2005.
Besides the Unreal series, Epic Games is also developing a Gears of War series
and both are best-selling games. There are other game companies which use Unreal
18 Modding in Serious Games: Teaching Structured Query Language . . . 357
Engine for their game development and successful game titles released using this
engine include the Tom Clancy Rainbow Six series developed by Ubisoft, the Mass
Effect series by Bioware, the BioShock series by 2 K Games, etc. Unreal Engine is
also used in animation drama, such as Lazy Town and some serious games (http://
www.unrealengine.com/showcase).
18.4.3 Warcraft 3
The Warcraft series are developed by Blizzard Entertainment and were first released
in 1994. The Warcraft series were originally real-time strategy games with the
exception of the latest one, World of Warcraft (WoW) which is a Massively
Multiplayer Online Role-Playing Game (MMORPG). Since WoW is in a differ-
ent genre, the engine used in WoW is not the same as the one used for the other
Warcraft series and there is no toolset for creating mods provided in WoW.
As for Warcraft’s real-time games, Blizzard released 3 different titles with the
newest version, Warcraft III: Reign of Chaos, being released in 2002 also bundled
with Warcraft World Editor. The world editor allows modders to create custom maps
and game scenarios.
When creating a 3D FPS game, UDK is perhaps one of the leading game engines
in the game industry. Although the ready-to-use graphical assets in UDK are not as
abundant as they are in other toolsets, UDK gives freedom to the game developer
to create a 3D game with high-quality graphics. UDK can also run on almost every
platform and it is also more independent as a game created in UDK can run without
the installation of an original Unreal game. However, the creation of a complex
conversation in UDK is not as straightforward as it is with the Aurora Toolset and its
default functions do not allow connections to an external database. While UDK can
be used freely for non-commercial purposes, any games created with commercial
intent must be notified to and licensed by Epic Games.
However, there is also a drawback to modding. While modding allows the SG
developer to develop an SG with a similar look to that of commercial games, most
commercial game modding toolsets require the original game to be installed. For
example, to play a mod created in Aurora Toolset, the original NWN2 game must
be installed. In other words, the hardware requirements for playing a mod are the
same as those for the original game and most commercial games nowadays require a
reasonably high hardware specification. By means of example, for NWN2, released
in 2006, the minimum hardware requirements are: 3.0 GHz Intel Pentium 4 or equiv-
alent processor or equivalent, 1024 MB RAM, 6500 MB Hard Drive Space and ATI
Radeon X800 series, NVIDIA GeForce 6800 series or higher video card.
• Data Definition Language (DDL): related to the structural design of the database,
such as Create table, Alter table, Drop table, etc.
• Data Manipulation Language (DML): related to information manipulation such
as retrieve, update, delete and insert.
While DDL is important for database design, DML is used more often than DDL
because DML allows the user to interact with the data. Through DDL, the user can
insert, update and delete information and more importantly the user can specify
which data is to be retrieved according to the user’s needs.
To be able to retrieve the correct data, the user has to understand the structure
of the database in which the data is stored. A database consists of tables and each
table has its own columns/field, for example: in table user_tbl, there are columns
firstname, lastname, age and address. The data can be stored in the tables and
categorised per column, for example for the following information:
when it is stored to table user_tbl, a new row or record is created and it will look
like this (Fig. 18.12):
So when the user wants to retrieve information from the database, the user has to
identify which table and column(s) the information is to be retrieved from and then
combine this information with keywords to form a SQL query statement. Since the
database can store different data, conditional clauses can be set to limit the results
so that only the intended results are retrieved.
In this game, some basic forms of SQL retrieval syntax (SQL SELECT) are to
be taught, for example:
In this example, a condition is included. This SQL statement means ‘retrieve the
lastname(s) of those who lived in Glasgow stored in table user_tbl’
• SELECT firstname, lastname FROM user_tbl WHERE age > 27 AND city =
‘Glasgow’
As in the third example, a condition is included to filter the result so that only
the intended data retrieved. This SQL statement means ‘retrieve firstname and
lastname of those who are older than 27 years old and lives in Glasgow’.
• SELECT COUNT(∗ ) FROM user_tbl;
This SQL statement means ‘retrieve the total number of records in table user_tbl’
• SELECT MIN (age) FROM user_tbl;
This SQL statement means ‘retrieve the lowest age from column age in table
user_tbl’
• SELECT MAX (age) FROM user_tbl;
This SQL statement means‘retrieve the highest age from column age in table
user_tbl’
• SELECT AVG (age) FROM user_tbl;
This SQL statement means ‘retrieve the average age from column age in table
user_tbl’
• SELECT DISTINCT (city) FROM user_tbl;
This SQL statement means ‘retrieve distinctive city from column city in table
user_tbl’. By using this function, the result is limited to unique data from the
column.
• SELECT firstname, lastname FROM user_tbl ORDER BY age DESC
This SQL statement means ‘retrieve firstname and lastname from table user_tbl
and then sort the result based on age (from older to younger)’.
In database and SQL courses and literatures, a case study is often used to describe
a task including its conditions and requirements. Through the case study, the student
is expected to learn how to construct SQL statements based on the identification of
the task.
In the implementation of the game used in this research, a story of a criminal inves-
tigator has been selected. As is the case in a real-life crime investigation, the player
also needs to collect information and evidence before a warrant to arrest the crim-
inals can be issued. The information and evidence collected will automatically be
stored in a database. So, in order to get the warrant, the player must retrieve the
information and evidence required and to do so the player must use SQL SELECT.
By blending the learning process with a gamestory, it is expected that the game will
motivate the player not only to learn about SQL but also to complete the game as the
player see the learning process as part of the challenge of the game. Furthermore,
the use of a real-life crime investigation process as the gamestory may also help
the player to understand the implementation of the learning contents. The level of
18 Modding in Serious Games: Teaching Structured Query Language . . . 363
complexity of the SQL queries which the player must construct increases as the
gamestory progresses.
At the beginning of the game, the player can create and personalise their avatar.
After the avatar is created, the player will appear in the police headquarters as the
new recruit. In the first mission, the player is required to investigate the case of a
missing classified document which later connects to further missions investigating
cases of corruption and assassination. In order to gather information and evidence,
the player will have to travel between areas to talk to NPCs and will also encounter
enemies. There are fighting scenes (Fig. 18.13) which require very simple mouse
control from the player (in fact the player character can react automatically when
attacked by enemies). The story of the game is guided so the player can easily find
out what to do and where to go. The game also has a map marked for important
elements/characters.
In total, there are 3 main missions with a number of side missions as build-up
stories to the main missions. To complete the game, the player has to obtain war-
rants to arrest key criminals for each mission. Before the player can issue a warrant
to arrest a key criminal on the first mission, the player has to answer multiple-
choice questions about basic database theory, such as the database structure (tables
and columns) which are used in the game. The purpose of these multiple-choice
questions is to introduce the database into the game and to give an introduction to
database theory before the player learns SQL. Once the player has answered the
multiple-choice questions, the player can learn how to carry out tasks and attempt
to complete them in order to obtain the warrants. The tasks relate to translating basic
statements into SQL statements.
For each mission, the player learns different forms of SQL SELECT. To help the
player to complete the tasks, there are instructions specific to each task. Through the
tasks, the player can learn how to create and use SQL SELECT to solve the given
tasks.
Figure 18.14 shows the first task to be completed to get the first warrant. The task
is to retrieve all the information that has been collected. To complete the task, the
player needs to type in an SQL SELECT statement.
If the player needs to know how to translate the task into an SQL statement, they
can get explanations through texts and pictures (Fig. 18.15).
Once the player has successfully created SQL queries in response to the task
requirements, the warrant will be issued. Having the warrant, the player can now
arrest the key criminals (Fig. 18.16).
Besides learning from the tasks, the player also can choose an option which
allows them to learn about database and SQL SELECT which includes basic and
conditional SQL SELECT. When the player has learnt about SQL SELECT, the
player also can test his/her SQL SELECT knowledge by choosing ‘freestyle’ prac-
tice. In ‘freestyle’ practice, the player can test different variations of SQL SELECT
statements and see the results. There are 2 modes of ‘freestyle’ practice: assisted and
non-assisted practice. In assisted practice, the game will provide all the keywords
so the player just needs to specify which columns and table are to be used while
in non-assisted practice, the player can directly create an SQL statement by typing
it to a textbox. After reviewing the SQL statement created, the player can execute
the SQL statement and the result of the statement will be displayed (Figs. 18.17 and
18.18).
Fig. 18.18 Screenshot of the SQL practice session – the result of the query
Resources
DOTA
http://www.getdota.com/: official website of DOTA
http://www.playdota.com/: DOTA community website
http://www.dota-utilities.com/: DOTA community website which provides some DOTA tools
368 M. Soflano
Counter Strike
http://www.valvesoftware.com/: Valve’s official website, the developer of Counter Strike engine
http://store.steampowered.com/app/240/: online gateway for online playing
Neverwinter Nights 2
http://www.nwn2.com/: NeverWinter Nights 2 official website
http://social.bioware.com/forum/1/subindex/156: new official forum of NeverWinter Nights 2
http://nwn2forums.bioware.com/forums/: discontinued official forum of NeverWinter Nights
2. Although it is no longer active, it is still accessible and it may contains useful information
Unreal
http://www.unrealengine.com/: official website of Unreal
http://www.udk.com/: official website contains information about unreal development kit
http://www.epicgames.com/: official website of Epic Games, the developer of Unreal engine
Modding
http://www.moddb.com/: online portal for game modding. The portal contains showcaase of mods
developed from various different games
References
Bethke, E.: Game Development and Production. Wordware Publishing, Plano, TX (2003)
Connolly, T.M., Begg, C.E.: Database Systems: A Practical Approach to Design, Implementation,
and Management, 5th edn. Addison-Wesley, Boston, MA (2009)
Connolly, T.M., Stansfield, M.H.: From eLearning to games-based eLearning: Using interactive
technologies in teaching an information system course. Int. J. Inf. Technol. Manage. 6(2),
188–208 (2007)
Connolly, T.M., Stansfield, M., Hainey, T.: An Application of Games-based Learning Within
Software Engineering, vol. 38, pp. 416–428. Blackwell, Malden, MA (2007)
Hughes, B., Cotterell, M.: Software Project Management, 4th edn. McGraw-Hill, London (2006)
Whitten, N.: Managing Software Development Projects: Formula for Success, 2nd edn. Wiley,
New York (1995)
Bibliography
Meigs, T.: Ultimate Game Design: Building Game Worlds. McGraw-Hill, London (2003)
Van Eck, R., Gikas, J.: Analyzing & Designing: Instructional Design Guide. Gaming Theory as a
Teaching Tool at All Levels. The University of Memphis, Memphis, TN (2004)
Chapter 19
Expanding a VLE-Based Integration
Framework Supporting Education
in Second Life
Peter R. Bloomfield
19.1 Background
3D works for games because the user does not want to
accomplish any goals beyond being entertained
(Nielsen, 1998)
Everyday computer use shows that a majority of user interfaces for non-
entertainment purposes still use 2D graphics, despite advances in 3D graphics
technology. As such, it could appear that the above statement on interfaces remains
correct more than 20 years later. However, it suggests the assumption that something
is inherently wrong with 3D user interfaces, preventing their use for serious pur-
poses such as learning. This assumption has the potential to curtail valuable avenues
of research as the use of 3D virtual worlds for education increases.
The SLOODLE project is involved in this area of research, and in helping to
enable the adoption of virtual worlds by educational institutions. However, there are
gaps in the literature, and it is surmised that these may be explained by a lack of
understanding of effective user interfaces in a 3D virtual world.
This chapter presents work which is being carried out to address these gaps. The
methodology used emphasises usability evaluation and refinement, prior to peda-
gogical evaluation. The aim is to enable research to advance without being skewed
by faulty interface design.
One of the technologies which has developed from the field of computer games is
virtual worlds. Some such worlds remain focused on entertainment alone, but others
have more general or serious purposes (Bartle, 2003).
Data gathered by Kirriemuir (2009) show that virtual worlds have been used
at nearly every Higher Education institution in the UK, and that usage has been
increasing year-on-year. The “Second Life” virtual world by Linden Lab has been
identified as the predominant virtual world for this purpose. This finding is reflected
by an increasing body of literature on the topic (e.g. Bowers et al., 2009; Salmon,
2009; Yee and Hargis, 2010).
There are reported benefits of using such virtual worlds in education. These
include improved synchronous communication (compared to text-only chat rooms);
the ability to illustrate and visualise more rich and interactive content than is pos-
sible in the real world; support for collaborative tasks such as design and building
in a shared space; rapid and cost-effective prototyping of ideas; and flexible content
creation (Chu and Joseph, 2008; EDUCAUSE Learning Initiative, 2008; Falloon,
2010; Gollub, 2007; McVey, 2008).
In contrast, there are those urging caution with the uptake of virtual worlds in
education. For example, Dalgarno and Lee (2010) identify a disparity between the
comparatively limited pedagogical research supporting the use of virtual worlds, and
the large amount of development work being carried out. It is also suggested that bet-
ter communication and collaboration is needed between developers and educators
in future research (de Freitas, 2006).
Other literature shows a general uncertainty over how the use of a virtual world
benefits the learning process (Kelton, 2008; Welch, 2008). There are known risks,
particularly regarding the temporary novelty and motivation of a new technol-
ogy which could be mistaken for a genuine improvement (Whitton and Hollins,
2008).
19.1.3 Sloodle
(or “inventory”) distribution facilities which can be controlled from the VLE; a tool
for performing common classroom-related gestures and actions; and mechanisms
for associating and identifying a virtual world avatar account with a corresponding
VLE user account (Polychronis et al., 2010).
As was noted in the section on “Activities not integrated” above, there are gaps in
SLOODLE and related literature concerning the following:
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 373
1. Discussion board
2. Course structure
3. Wiki
These were selected as candidates for integration because they are common to
many VLEs and are identified as having importance in other literature. There is
also evidence in the first and last cases that educators using virtual worlds want the
integrations to be made possible.
The discussion board and the course structure activities were both explored from
the outset of this research. However, the wiki was not explored until later due to the
lack of technological support.
19.2.2 Methodology
to improve its design. There is no fixed number of iterations to be carried out, partly
because of the unquantifiable differences between projects, and partly because it is
not possible to achieve “perfect” usability.
This project was divided into three phases, drawn from literature such as Rubin
(1994) and Lazar et al. (2010).
The exploratory phase aimed to establish a starting-point for the investigation,
in the form of speculative interface mock-ups, and gather information about users’
needs. This included a focus group and a survey. This was followed-up by a refine-
ment phase, which aimed to develop the designs into functional prototypes. This
phase included a series of interviews, and a period of development informed by a
usability inspection.
The summative phase, which has yet to be conducted, aims to provide a prelimi-
nary evaluation of the working prototypes, and identify any significant issues which
need to be addressed before moving forward into pedagogical research.
Fig. 19.2 Threaded variant of the initial discussion board timeline mock-up
Figure 19.1 shows the basic concept. A white horizontal line represents the
timeline, and each coloured marker represents a single message. The markers are
spaced horizontally according to when the message was posted. The colours rep-
resent individual users, in order to distinguish between different contributors at a
glance.
From an interaction point-of-view, the user would click on an individual marker
to read a message. The content of the message would appear on a HUD (Heads Up
Display – the term for an extension of the Second Life user interface).
A threaded variant of the same mock-up was also created, and is shown in
Fig. 19.2. It maintains the concept of a timeline. However, each time a new reply
is added to a given message, it creates a new secondary timeline, parallel to (and
above) the first.
In addition to the main mock-ups for the discussion board, an additional concept
was designed, shown in Fig. 19.3. It was based on the linear discussion structure.
However, the messages from each contributor are separated onto different parallel
timelines. The benefit of this is that users do not have to rely on colour to distinguish
each contributor. However, the disadvantage is that it could make the sequence less
intuitive, since it no longer progresses in a straight line, and could run the risk of
implying a threaded structure which is not present.
Fig. 19.3 Discussion board timeline with each contributor’s messages on a separate row
material, look ahead to future material, and revise past material. If a course is well-
structured, then it can also help provide a logical flow to facilitate learning.
A VLE such as Moodle can structure webpages into topics (or “weeks”), in
the same way that courses are often taught as a sequence of units or modules.
Figure 19.4 shows a mock-up of a course structure visualisation for the virtual
world. The system would examine the VLE course, and generate one box for each
topic. Above each box is a short caption giving the name of the topic. The size and
colour emphasises the current topic – it is biggest and brightest. Future topics are
shown greyed-out.
A user would click on a topic to see more information about it, or to follow a link
to open the VLE topic in a web-browser.
19.3.1.3 Wiki
A wiki is a collaboratively-built collection of linked pages, primarily consisting of
text. Wikipedia is a well-known but extremely large example. In classroom settings,
wikis tend to be much smaller. Most of the interaction with a wiki takes place at
the page level. A user views a page, and can edit it or follow the links to associated
pages.
During this phase of the research, text support was very limited in Second Life.
Fairly small amounts of static text could be displayed. However, the inability even
to scroll a page meant that any prototype wiki was not feasible. As such, none was
developed at this point.
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 377
19.3.2.2 Results
The duration of the focus group was approximately 1 h, with 13 individuals actively
contributing to the discussion. A few additional individuals watched silently. The
discussion was fairly lively, with a variety of views being raised.
other people”. In addition, it was suggested that the ability to use elements of both
platforms in a single application could reduce distraction, as it would avoid the need
to switch between the virtual world and the web browser.
One other area of concern shown in the group was the value of the in-world tool
compared to the established style of web-based discussion board. A desire for a
closer resemblance was expressed.
Structure
The timeline approach in general received mixed responses from the group. The
most notable issue was that it needed an explanation. This is not surprising, as
the participants were not likely to have seen any similar interfaces. In addition, the
mock-ups shown were very simple and not self-explanatory at all.
Following an explanation of the tool, some participants were able to understand
it, and appreciated the visual representation of discussion activity. However, the
concept of the timeline was not readily understood by all participants. One asked:
what’s the meaning of the diferent spaces between messages? [sic]
In addition to this, some participants also expressed some concern over the scal-
ability of the timeline structure. Members of the group asked whether additional
messages would cause the timeline to expand, or whether the message markers
would get “scrunched”. In either case, it was noted that problems could arise,
and a potential preference for a vertical structure was seen. It also appeared that
participants might have preferred an interface which more generally resembled a
web-based discussion board.
The alternative structure mock-up, which divided each user’s messages into a
separate timeline (Fig. 19.3), was received with disinterest by the group. The pres-
ence of multiple timelines which only represented a single thread of discussion did
not appear to be clear to the participants.
The threaded discussion board structure appeared to make more sense and be
better understood by the group.
Coloured Markers
The use of colour to distinguish contributors to a discussion was mostly well
received by the group. However, it was pointed out that some kind of key or leg-
end would be required to enable a viewer to identify which colour was associated
with which user. A scalability concern was also raised, as there are a limited number
of easily discernable colours available. As such, if too many users contributed to a
single discussion, then the same colour might be used more than once.
19.3.2.3 Discussion
Some resistance to or uncertainty about the value of the discussion board integration
was visible in the group. However, the potential of the idea appeared to receive
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 379
broad acceptance. This was not significant in itself, considering the size of group.
However, it was in line with expectations based on existing research.
As a consequence of the group’s responses, it seemed that the threaded discus-
sion board mock-up was worth further investigation. In contrast, it appeared that
the representation which separated user contributions into parallel timelines did not
represent as high a priority, as the potential for confusion appeared to be too great.
No further development work was carried out at this point on the basis of the
focus group data. However, the information gathered helped to guide the creation of
the second evaluation.
The aim of the survey was to gather general data on the potential usability of the
mock-ups. The focus group had provided some insight, and allowed the number
of possible discussion board mock-ups to be reduced. However, it was only on a
small scale. A broader sample of stakeholders was required to obtain a reliable basis
for moving forward with design decisions, and to identify areas requiring deeper
investigation.
The target demographic for the survey remained similar to that of the focus
group – individuals involved in education in some capacity, preferably who had
used virtual worlds. An online survey was conducted with open invitations posted
to several relevant web-based communities. Respondents were self-selected.
The main body of the survey showed images of each mock-up, along with an
explanation. Most of the questions were 5-point Likert-style scales, asking the
respondents to indicate their agreement with certain statements. These were used
to assess general usability, while free-text questions were added to each section to
allow respondents to expand on or add any points as they felt necessary. A section
of demographic and general background questions was also included.
A pilot of the survey was conducted to identify any major issues. Fourteen indi-
viduals took part, drawn from two distinct user groups – the SLOODLE community,
and a general computing interest group which had no connection to virtual worlds.
The only issue raised by the pilot was that respondents with little or no virtual world
experience found it very difficult to answer the questions, and most dropped-out
before the end. As a result, it was decided that data would be discarded from any
respondents who dropped-out early from the main survey.
19.3.3.1 Results
The survey received 197 responses, of which 125 continued to the end. All data
given in the below analysis considers only these 125 responses. However, it should
be noted that all questions were optional, resulting in some individuals skipping
specific questions. In such cases, the proportion of non-answering respondents is
given.
380 P.R. Bloomfield
It was found that virtual world experience had no significant impact on the data.
This was not due to lack of survey completion, as several respondents with little or
no virtual world experience completed all questions. This implies a robustness to
the data from a usability standpoint, as it shows similarities between different user
groups.
Discussion Board
This section of the survey asked whether or not the respondents had used web-
based discussion boards before. 90.4% indicated that they had, and 7.2% indicated
that they had not (the remaining 2.4% did not answer this question).
Respondents were then shown the linear discussion board mock-up, along with
an explanation, and asked to indicate their agreement with the following statements
on a 5-point Likert-style scale:
The responses to these statements are given in Table 19.1, and illustrated in
Fig. 19.5.
Respondents were later shown the threaded discussion board mock-up, along
with an explanation, and asked to indicate their agreement with the following
statements:
The resulting data is shown in Table 19.2, and illustrated in Fig. 19.6.
Table 19.1 Exploratory survey results for questions on linear discussion board mock-up
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Agree Neutral Disagree
1. Timeline is useful 2. Colours are useful 3. Easy to follow 4. Better than web-based
Fig. 19.5 Chart illustrating exploratory survey results for linear discussion board mock-up
Course Structure
Respondents were shown the course structure tool and asked to indicate their
agreement with the following statements:
Data from these statements are shown in Table 19.3, and illustrated in Fig. 19.7.
Table 19.2 Exploratory survey data for questions on threaded discussion board mock-up
1 MUVE = Multi User Virtual Environment; another term for “virtual world”
382 P.R. Bloomfield
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Agree Neutral Disagree
1. Structure is clearly visible 2. More useful than linear
3. Could get difficult 4. Threaded discussions a waste of time
Fig. 19.6 Chart illustrating exploratory survey results for threaded discussion board mock-up
Several additional comments about the course structure tool were also provided.
A few respondents raised concerns about the simplicity of the tool, and the fact that
it only represents a linear relationship. It was suggested that this is misleading, as in
reality, each topic will have much more complex relationships with other topics.
General Feedback
At the end of the survey, respondents were asked to suggest any additional tools
which they would like to see included in the VLE/virtual world integration.
Approximately half of the respondents gave some kind of feedback to this ques-
tion. Several ideas were put forward, and the most repeated suggestions are shown
in Table 19.4.
Space for any additional comments was also given, resulting in a mixture of
feedback. Strong opinions were shown for and against the use of virtual worlds in
Table 19.3 Exploratory survey data for questions about the course structure tool
1. Important for students to see structure 81.6% 9.6% 1.6% 1.6% 2.4% 3.2%
2. Course structure is clearly visible 39.2% 36.8% 12.8% 5.6% 4.0% 1.6%
3. Students would benefit from this 28.0% 27.2% 28.0% 8.0% 6.4% 2.4%
4. Should be left in VLE, not MUVE 9.6% 6.4% 40.8% 10.4% 26.4% 6.4%
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 383
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Agree Neutral Disagree
Fig. 19.7 Chart illustrating exploratory survey results for questions on course structure mock-up
education. A few comments suggested that the idea was “gimmicky”, too complex,
or unhelpful. Others indicated that they felt virtual worlds in education are a good
idea, and that it is or could be very helpful. The number of comments for and against
were exactly even, but not sufficiently high to draw any general conclusions in the
context of this survey.
19.3.3.2 Discussion
Discussion Board
The data show the significant majority of respondents (over 70%) somewhat or fully
agreeing that the linear timeline structure was useful. However, the same majority
is not visible regarding the apparent ease of following the discussion with such an
interface.
This could suggest that respondents found the timeline idea novel, and that
the information it provides could be useful. However, it could also suggest that the
representation has room for improvement from a usability point-of-view.
Course Structure
Strong support for the idea behind the course structure tool was shown in the survey
results. More than 90% of respondents somewhat or fully agreed that it was impor-
tant for students to see the structure of their course. This support was not as strong
when respondents were asked about whether the course structure should be brought
into the virtual world (or “MUVE” in the wording of the survey).
The large number of neutral responses to this issue could suggest that the ques-
tion was not understood, or could simply mean that respondents would need to know
more about the mock-up before giving a more definite answer. However, disregard-
ing the neutral category, other responses were notably weighted in favour of bringing
the course structure into the virtual world.
A significant majority of respondents (approx. 77%) agreed that the structure
of the course was clearly visible in the mock-up, whereas only a small majority
(approx. 56%) agreed that the tool would benefit students. Approximately 29% gave
a neutral response, meaning that only a small minority (approx. 15%) actively felt
that it would not benefit students. These results suggest that the course structure tool
shown in this evaluation has potential. However, they may also suggest that there is
room for improvement or expansion.
A few respondents gave additional comments on this section of the survey. Some
raised the issue that the course structure tool could be misleading, as it fails to show
the interconnections between areas of study. These comments suggest a misunder-
standing of the purpose of the tool, as it is only intended to demonstrate the way a
course is structured for teaching purposes. A separate mind-map tool to help visu-
alise the subject in the wider knowledge context may be a useful idea for future
research.
General Feedback
The general feedback about wikis given by respondents corresponds to data gathered
previously by the SLOODLE project. Desire for such a text-based tool in a graphical
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 385
environment is surprising, although the form respondents expected it to take was not
explored in this survey.
The other two tools mentioned by respondents in general feedback (quiz and
blog) have already been integrated by SLOODLE.
This section covers the second phase of this research project. The aim was to
improve the tool concepts which had already been explored, and to develop them
from interface mock-ups into working prototypes. The introduction of “Shared
Media” in Second Life occurred at the start of this phase, introducing new
possibilities.
In order to ensure the continued focus on users’ needs, further data were also
gathered from a series of follow-up interviews with the exploratory survey par-
ticipants. Development work was also carried out, using data from a cognitive
walkthrough to help ensure user tasks were addressed.
Based on the feedback from the exploratory phase, the focus of research on the
discussion board was directed towards the threaded version of the timeline. No
structural changes were made at this point. However, two Shared Media screens
were added at one side of the timeline.
One of these screens displayed the colour-coded list of contributors to the
discussion, as was discussed in the focus group. The other screen displayed the
contents of a discussion message – a user could click a message marker to see
the content here. The use of Shared Media screens in this way allowed the con-
tent of the messages to have a presence in the virtual world, alongside the timeline
structure. It was hypothesised that this would be helpful in maintaining a focus
386 P.R. Bloomfield
of attention in a single place, instead of adding more to the GUI (Graphical User
Interface).
A simple arrow was also added beneath the timeline structure to clarify the
direction of flow.
The main body of the course structure tool remained unchanged. However, as with
the discussion board tool, a Shared Media screen was added to the design. In this
case, it was a small drop-down screen which would appear a topic when clicked.
The screen would show a brief summary of the activities and resources associated
with the topic, and provide links to view or interact with them.
The exploratory survey highlighted users’ desire to see a wiki tool included in the
integration framework. The text-heavy nature of wikis made this impractical prior
to the availability of Shared Media, as at best some wiki pages would have been
truncated.
The primary point of contact a user has with a wiki is at the page level – a single
page is being viewed at a time, and links to associated pages can be followed as
needed. Some higher-level navigation is sometimes provided, such as the ability to
view all articles in a given category. A graphical environment suggests the possibil-
ity of mapping and visualising the structural elements of a wiki. For example, the
links between pages could be shown as a kind of mind map.
This was considered for the development of a wiki mock-up tool, but it quickly
became apparent that scalability would be a major problem. As such, the focus was
placed on allowing interactions at a page-level. Figure 19.8 shows the mock-up
which was developed.
The proposed mock-up shows the content of the page in the main panel. Boxes
down each side represent important links to other pages, divided into three types.
The green boxes on the left represent “backlinks”, which are pages which link to the
current page. At the top-right are cyan boxes, representing links to other existing
pages. The red box at the bottom-right represents a link to a page which has not
been written yet. The colours of these boxes has no significance at this stage – they
were only selected to differentiate the link types.
At this point, the mock-up was designed to be very simple, allowing user input
during this phase to guide any further decisions.
Data gathered through the focus group and survey had provided insight into potential
tool designs. Some aspects of the design were identified as being positive and having
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 387
All of the interviews were conducted by the author. In 6 cases, the interview took
place in Second Life. This allowed geographically distant individuals to be inter-
viewed without the need for travelling, and it allowed for the mock-up tools to be
shown in a realistic setting. 2 interviews were conducted in-person, with a computer
running Second Life in the same room to show the mock-ups. The remaining inter-
view was conducted online using Skype, with screen captures of each tool mock-up
being provided in advance via email.
As with the focus group in the exploratory phase, transcripts of the interviews
were coded, and issues were investigated using critical incident analysis. Incidents
were cross-referenced between interviewees to compare perspectives.
19.4.5.2 Results
Discussion Board
The threaded discussion board mock-up was of interest to most of the interviewees,
insomuch as the potential of the idea was seen. However, divided attitudes towards
using Second Life in education were evident, with some interviewees being notably
more positive in general than others.
Difficulties engaging with the timeline-style structure were also visible. For
example, one individual noted a problem which had also been raised at the focus
group:
What I don’t understand, or don’t know, is whether the distance between [the message
markers] resembles anything
Questions about the value of such a different interface were raised. It was
suggested that following existing conventions might be a better approach:
it’s not clear why re-inventing the wheel would be beneficial
It was also suggested that making more use of Shared Media in the visualisation
could be helpful. Interviewees noted that it is much easier to browse the content of a
web-based discussion board, because all of the text is visible. It was also suggested
that having to move attention from the timeline structure to the separate message
display screen could be quite distracting.
Course Structure
In the survey, confusion was mentioned the use of colour and size in the course
structure tool was seen. The original design used both to illustrate which was the
current topic. These issues were discussed during the interviews and the potential
for confusion was confirmed. The use of a colour graduation across topics, leading
to the current topic being the brightest, was not obvious. Additionally, size appeared
to be more readily associated with either importance or amount of content. It was
also noted that progression direction was not obvious to all interviewees, despite an
arrow being placed underneath the topic boxes.
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 389
Possibilities for user interaction were also discussed; i.e. what happens when a
user clicks on a topic box. A wide range of vague possibilities were suggested, but
none appeared to be practical or useful.
Wiki
The last item shown was the wiki mock-up. The first issue discussed about it was
the different levels of interaction. In general, interviewees agreed that a page-level
tool would be more useful than one which mapped the structure at a higher level.
For example, it was observed that:
The whole wiki would probably be too big, so you couldn’t really deal with that.
The link representation was also discussed. The idea of labelling each box with
the name of the article was suggested. However, there was also enthusiasm regard-
ing the possibility of using Shared Media to show a small version of each page on
each box.
19.4.5.3 Discussion
The interviews helped to confirm and clarify some of the identified issues with the
mock-ups. It became clear that a timeline structure was not appropriate for the dis-
cussion board tool. However, the ability to visualise the structure of the discussion
threads was still found to be popular. This suggested that a better representation
might find a way to mimic the top-down structure of a forum, but making better use
of the visual space where possible.
The need to change certain appearance attributes of the course structure tool
was shown by the data. Size and colour were not illustrating the progression in an
intuitive way, suggesting that these concepts ought to be dropped. However, there
was very little data to draw any conclusions regarding what the tool should do in
terms of interaction. The lack of any opposition to the existing function (displaying
information about the contents of a topic) suggested that change on this point may
not be necessary. It is possible that users would need to use the tool in order to
provide further feedback.
Without the benefit of a focus group or survey, the interviews acted as an
exploratory evaluation for the wiki tool. There was some opposition to the idea.
However, expectations for the suitability of the page-level tool were largely
confirmed. Useful ideas were also gathered for further interface possibilities.
A minor structural change was made to help make the order of topics more visi-
ble. The single arrow underneath did not appear to be as noticeable as expected. As
such, it was replaced by a small arrow between each box. This allows the direction-
ality to be seen even when the user’s view is very close to the tool. The prototype
course structure tool can be seen in Fig. 19.10.
As can be seen in the illustration, another change was to expand the topic infor-
mation and move it above. It had previously been a fairly limited “drop-down” style
information panel. However, this could be easy to miss, and is limited by the avail-
able space beneath the tool. More complete and obvious information is now shown
by using a large Shared Media panel above the given topic box. The “Read more”
link allows the user to visit the course materials in the web-based VLE.
When a user clicks on a different topic box, the information panel moves to give
information about that topic. This means that information about only one topic is
visible at a time.
the page written above it to allow users to see which page each one links to. The
refined prototype is shown in Fig. 19.11.
Another change which came from the cognitive walkthrough was the addition of
a small toolbar, which is visible at the bottom right of the tool’s main page display.
It is a series of buttons providing the following functions: “Home” (i.e. return to the
root page of the wiki), “Search”, “Edit page”, and “Add page”.
19.5 Conclusion
This chapter has presented work towards filling key gaps in research related to the
SLOODLE integration of web-based VLEs with virtual worlds. These gaps con-
cerned three activities/resources: discussion boards, course structures, and wikis.
The hypothesis guiding the work has treated it as a software usability issue – existing
research had not made progress in the identified areas due to a lack of understanding
of usable user interfaces in a 3D virtual world. As such, the approach adopted drew
heavily on usability research and design methods, such as User Centred Design.
An iterative methodology was used, which divided the project into three phases.
The first phase was exploratory in nature, and began by creating speculative inter-
face mock-ups. These were evaluated using a focus group and survey, which helped
narrow the focus of the designs and identify areas requiring improvements.
The second phase aimed to refine the designs already proposed. A technology
advancement during this phase prompted design changes. However, it also enabled
an avenue of research which had previously been identified as being desirable.
Several interviews were conducted during this phase, following-up on the earlier
survey. This data helped to clarify some of the areas needing refined, and provide
potential routes for improvement.
19 Expanding a VLE-Based Integration Framework Supporting Education in . . . 393
The third and final phase has yet to be conducted. It aims to be a summative
evaluation of the working prototypes developed so far. It is described more fully in
the “Future work” section.
Each of the proposed tools has been developed into a working prototype which is
capable of being used to carry out required tasks. Feedback from stakeholders has
been involved on the way through, and so it is expected that the interface designs
have some merit. At present, the designs are still fairly basic and only carry out
the essential tasks. There is also little in the way of aesthetic appeal. However, the
main concepts being developed should have a degree of transferability, regardless
of cosmetic or additional features.
It should be acknowledged that the initial mock-ups on which this research was
started were largely speculative in nature. It is an unfortunate reality of interface
research that it is very difficult to start from scratch. If users are faced with a blank
page and asked what would work, then they will not tend to provide much useful or
consistent information. It is also unfortunate that some of the intended modifications
during the refinement phase are not supported by current technology. As such, the
findings here are by no means exhaustive, and very different results may be found
if different initial mock-ups are used, or if the technology advances to allow the
missing features.
Nonetheless, the remaining phase in this project will conduct a practical evalu-
ation on the prototypes in their current functional state. This information will be
beneficial in expanding understanding of virtual world interfaces, and may help
advance virtual world pedagogies.
The next stage of research, which is already underway, will involve a summative
usability evaluation of the tools developed so far. Each tool will be lab-tested by a
sample of 5–6 students who have previously used Second Life in a learning context.
This prior experience is important to help ensure that lack of familiarity with the
virtual world platform does not mask usability problems with the tools.
Each lab test will involve a set of common tasks which would be asso-
ciated with each tool in a realistic usage scenario. Performance metrics will
be gathered to assess each participant’s success and efficiency in each task.
A post-test survey will also be administered, with a focus on gathering qual-
itative data about each individual’s subjective experience. All of the data
gathered will be used to identify any remaining usability issues, and to propose
improvements.
Subsequent evaluations will need to field test the tools in a class-based setting
in order to determine any impact on the learning process. An established survey
394 P.R. Bloomfield
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Part V
Social Aspects and Gamification
Chapter 20
Casual Social Games as Serious Games: The
Psychology of Gamification in Undergraduate
Education and Employee Training
20.1 Introduction
To maximize the impact of any course,1 objectives must first be specified to meet
learning needs. Each objective typically includes one of four specific capabilities
that the instructor wants to affect. The first of these is knowledge, which is defined as
the memorization and understanding of facts, rules, procedures, plans, goals, objec-
tives, and any other discrete pieces of information. In the simulation game above, a
course designer might wish to improve knowledge of weapon types or knowledge of
approved procedures for interacting with enemy combatants. The second capability
type is observable skills, which involves the application of knowledge capabilities
to accomplish tasks with clear paths from task start to finish. In the game above,
a designer might wish to improve use of appropriate radio jargon (e.g., saying
“Alpha-Bravo-Charlie” instead of “ABC”) when communicating with teammates
mid-mission. While the jargon itself is a knowledge capability, the use of it is an
observable skill. The third capability type is problem solving skills, which involves
the application of both knowledge and observable skill capabilities without a clear
path from task start to finish. In the game above, a designer might wish to train
a squad to investigate bunkers containing unknown enemy forces, which incorpo-
rate many other specific, easier-to-train knowledge and observable skill capabilities.
The fourth capability type is attitudes, which involves changing learners’ attitudes
and beliefs. In the game above, a trainer might want to improve squadmate rela-
tionships through their experiences in the game. Together, these four types are an
exhaustive list of what capabilities might be trained or taught in any organizational
or educational program (Campbell and Kuncel, 2001).
For each capability to be trained, one or more specific course objectives must
be drafted. These objectives should include the capability to be trained, along with
a specific description of that capability such that it can be evaluated. For exam-
ple, to summarize the capabilities above, we might see the course objectives below
(although it should be noted that a real set of objectives would need to be longer and
more exhaustive):
By the end of this training program, trainees will:
• Visually identify weapons in the standard outfitting and describe the differences
between them (knowledge)
• Describe all tactical plans involving enemy combatants (knowledge)
• Use radio jargon as appropriate during combat exercises (observable skill)
1 In the remainder of this chapter, we will refer to “courses” generally, but the concepts described
apply to both organizational training programs and classes in higher education.
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 401
After a list of specific objectives has been drafted, specific instructional methods
must be chosen that will best address these objectives while simultaneously address
the four basic principles of effective instruction (adapted from Kraiger, 2003):
For example, consider the third sample course objective listed above: “Use
radio jargon as appropriate during combat exercises (observable skill).” Given this
objective, a designer might choose the following lesson plan:
• The instructor lectures on what radio jargon is and how it is used. (presentation)
• The instructor provides an example of radio jargon in a simulated field exercise
in a 3D simulation game. (demonstration)
• Learners participate in exercises in the 3D simulation game and practice the skill.
(practice)
• The instructor provides feedback on the learner’s practice. (feedback)
In a complete curriculum plan, the instructor might try to address multiple objec-
tives simultaneously (e.g., using radio jargon while coordinating an assault on an
enemy position) but should ensure that all four of these principles are followed for
each objective.
A warning commonly cited in psychology is the following: “It is tempting, if the
only tool you have is a hammer, to treat everything as if it were a nail” (Maslow,
1966, pp. 15–16). It is important to emphasize that chronologically, the decision
to use a simulation game or any other instructional method only comes after the
needs assessment and objective specification phase. For the course designer, pick-
ing a method (e.g. our hammer, the 3D game) and then trying to figure out how it
might be used to learn in a particular situation is, quite simply, backwards. Worse
still, a course designer might say, “I have a game, and I have course objectives. What
objectives need to be sacrificed so that I can use this game?” Decisions about course
objectives must be made definitively, and only then can decisions about specific
methods be made. Otherwise, learner time is wasted and costs rise unnecessarily.
Interactive 3D games may be the best choice for a given set of objectives, but apply-
ing such games broadly without specific consideration of those objectives helps
neither students nor instructors.
This presents a new question: given a set of course objectives, how does one go
about choosing a game? Aside from general advice derived from the four general
principles described above (e.g. “if a skill specified in a course objective requires
402 R.N. Landers and R.C. Callan
be conscientious and organized on the job. Thus the relationship between consci-
entiousness (indirect determinant) and job performance (outcome) is mediated by
motivation (direct determinant).
Models of course performance giving a definitive list of direct determinants
are more difficult to find, but two characteristics arise clearly in a model pro-
vided by Kraiger (2003) that reflect portions of the Campbell (1990) model: learner
trainability (itself consisting of cognitive ability and basic skills) and motivation.
Kraiger also includes “work environment” but this will be more broadly defined
here as opportunity to learn, while trainability will be broadened to “teachability.”
To illustrate this model, consider the example in Fig. 20.2.
In this model, course outcomes are driven by three direct determinants and three
only: teachability, motivation, and opportunity. Teachability refers to the readiness
of the learner to participate in the course. This reflects a wide variety of learner traits,
including psychological characteristics like intelligence, studiousness, trait motiva-
tion to learn, and so on. Motivation refers to the learner’s willingness to participate
in the learning process. Opportunity refers to the time and resources allocated to
support the learner.
Like Campbell’s (1990) model of job performance, this is a multiplicative model:
all three must be present for learning to occur. This can be articulated mathemati-
cally as Learning = Teachability ∗ Motivation ∗ Opportunity (L = T∗ M∗ O). If any
of these are zero, learning will also be zero. For example, if the learner is highly
prepared to learn and highly motivated but lacks opportunity, learning cannot occur.
Consider the employee who wants to take on personal development projects to
improve his own skills who works in an organization that does not provide any
support for him to do so. This employee cannot learn because there is no opportu-
nity to attempt to learn. Also consider the college student who is highly teachable
(e.g. highly intelligent, meta-cognitively prepared) in an organization that clearly
supports his learning (college) but is not at all motivated. He too will learn nothing,
despite being high in two of the three direct determinants.
The indirect determinants in Fig. 20.2 are included only illustratively; this list is
not exhaustive. Each affects learning through one of the three direct determinants
described above. For example, learner traits affect learning through their effect on
teachability and motivation. One potential learner trait, intelligence, affects teach-
ability: a more intelligent learner is likely to absorb the information more quickly.
This trait also might affect motivation: a more intelligent learner is more likely to
recognize the benefit of learning and put in more effort.
The learning curve example described earlier involves effects on motivation and
opportunity. If the learning curve is too steep, the learner is more likely to become
frustrated and give up (decreased motivation, thus decreased learning). If the learn-
ing curve is too shallow, the learner may also never have time to get to the learning
material itself (decreased opportunity, thus decreased learning).
Fun and enjoyment affects only motivation. The more enjoyable a learning game
is, the more likely the student is to persist playing it, regardless of whether or not that
learning game is efficient at teaching the concepts it claims. And yet, if the game is
incredibly dull, the student will not persist in playing it (remember the multiplicative
model), and will learn nothing.
Technology is included in this figure to illustrate by what mechanisms technology
(and by extension, games) can impact learning. Technologies can affect teachabil-
ity by improving learner skills before training begins. For example, an optional
asynchronous online pre-training program might be used to improve meta-cognitive
skills; the relationship between completion of the program and learning outcomes
is mediated by teachability. A fun game might encourage a learner to engage with
the material longer than they otherwise would have; the relationship between the
fun level of the game and learning outcomes is mediated by motivation. A game
that can be played at home might enable the learner to engage with the material
when they otherwise would not have; the relationship between the accessibility of
the game and learning outcomes is mediated by opportunity.
Mediation can occur either partially or fully. Full mediation implies that all effect
on learning outcomes is through the mediator. Using the example above, assume
that the relationship between the “fun” level of a game and learning outcomes is
fully mediated by motivation. If so, no matter how fun a game is, if motivation is
not affected, learning outcomes will not be affected either (for a more complete
discussion of mediation, see Baron and Kenny, 1986).
Explicitly establishing such linkages between game properties and the psychol-
ogy of learning is critical to understanding why and how games can influence
learning. This linking process further draws attention to the specific determinants of
course performance that games are best poised to affect: motivation and opportunity.
The only way that games can be designed generally enough to apply across a wide
variety of learning contexts and domains is to target these determinants broadly,
in support of pre-existing training and educational programs. While learning game
development involves the creation of software to facilitate cognitive activity related
to learning and must be carefully tied to course objectives, casual social games
(and thus gameification) broadly target motivation to engage with the material while
providing additional opportunities to learners to do so.
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 405
of the player would be valuable. The most effective method of growing crops in
FarmVille is quite literally not to play the game. Simply leaving and returning to the
game a few hours or even days later can be more productive than actively engaging
with it – and yet, by engaging casually, player easily earn badges that they can show
off to their friends. As the player increases their emotional investment in the game,
these badges become increasingly difficult and time-consuming to achieve. By all
accounts, this approach is extremely successful, as FarmVille was the most popular
videogame in the world in 2010 (AppData, 2011). Zynga properties in general, all
of which could be characterized as casual social games, maintain an active player
base of at least 215 million monthly users (Zynga, Inc., 2011).
This emphasis on the accomplishment of relatively mundane tasks followed by
recognition is well explored in marketing, where reward programs give purchasers
points, tiers, or other psychological rewards in exchange for behaviors desired by
program creators (Kim et al., 2001). The most common examples of such pro-
grams are the major airlines’ frequent flier programs and credit card companies’
earned-points for goods. These programs effectively maintain both the behavioral
and affective loyalty of customers (Gomes et al., 2006).
Gameification takes advantage of this mechanism shared by both casual social
games and tiered marketing plans to motivate learners. The term itself is unfortu-
nately as poorly defined a concept as games, which is what led to the somewhat
general definition used within this chapter: “the addition of elements commonly
associated with games (e.g. game mechanics) to an educational or training program
in order to make the learning process more engaging.” But again, this is a reasonable
starting point.
Videogames in general are highly motivating to college-age students, and recent
estimates indicate at least 70% of college students play them (Jones, 2003).
Motivations to play games vary, but challenge and competition, within what is often
a highly social context (Axellson and Regan, 2006), are among the most com-
monly reported reasons (Olson, 2010). Videogames can also influence behavior
and attitudes: violent games seem to encourage violent behavior while prosocial
videogames can encourage empathy in players (Greitemeyer et al., 2010).
Inspired by FarmVille, the present authors investigated which psychological
research might explain the success of such casual social games, and how they might
be taken advantage of for educational outcomes. These research streams were then
integrated and operationalized to produce a casual social game to support under-
graduate education and employee training. These areas of research are summarized
below:
• Research on social network sites suggests an online social network with easy
access to current classmates will be attractive to students.
• Research on test-enhanced learning suggests low-stakes automated online testing
will improve learning for students who take part in such testing.
• Research on goal-setting theory suggests that online social rewards connected to
completion of automated online tests will motivate students to complete those
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 407
automated online tests without being offered any scholastic reward (e.g. points,
extra credit).
The use of technology to communicate with peers has become one of the most com-
mon leisure activities for college students. In one study of 350 traditional university
students, 78.5% of survey respondents reported using technology 7 or more times
per day for communicating, while 99.6% of respondents reported doing so at least
daily (Gemmill and Peterson, 2006). The fundamental drive for social interaction
and the maintenance of interpersonal relationships is unsurprising; this basic human
need is well documented as a part of virtually every psychological theory on human
motivation (Baumeister and Leary, 1995). Many web-based technologies make such
interactions simple and convenient, but social network sites have recently come to
dominate this domain.
Social network sites (SNS) can be defined as:
web-based services that allow individuals to (1) construct a public or semi-public profile
within a bounded system, (2) articulate a list of other users with whom they share a connec-
tion, and (3) view and traverse their list of connections and those made by others within the
system. (Boyd and Ellison, 2008)
One of the most problematic issues in the psychology of test scores is understanding
the meaning of those scores. Variance in knowledge test scores contains much more
408 R.N. Landers and R.C. Callan
information than simply knowledge; it also reflects the effects of individual differ-
ences like testing self efficacy (individuals’ scores may be biased downwards due
to poor attitudes about their ability to do well on tests; Spielberger, 1966) and other
cognitive effects like test familiarity (upon retaking a test, individuals’ scores may
be biased upwards due to familiarity with the test questions rather than an increase
in the general knowledge domain measured by the test; Anastasi, 1981). However,
recent research has suggested a new, unexpected value for testing: the act of testing
itself appears to help people learn, potentially even more efficiently than dedicated
studying.
In their seminal paper on the topic, researchers Roediger and Karpickei (2006)
picked passages from the reading comprehension portion of the Test of English
as a Foreign Language (TOEFL; Rogers, 2001) and tested participants during two
sessions. The first session was divided into 7-minute segments. In the first segment,
they read a TOEFL passage and in the second, they studied the passage. They were
randomly assigned to one of two conditions in the third segment: half studied again,
and half were given a free recall test on the passage content. The second, follow-
up session occurred at one of three times: 5 min, 2 days, or 1 week later. Students
who studied twice scored better on the recall test 5 min after reading it, suggesting
studying is better for immediate recall. However, for those completing the follow-
up 2 days or 1 week later, the trend reversed; students who took a test remembered
more than those who studied. Further, it should be noted that none of the students
received feedback about their test performance. Instead, the experience of testing
itself improved their long-term recall of the texts.
In their second study on this topic, Roediger and Karpicke split participants into
three groups, where S is a study segment and T is a testing segment: SSSS, SSST,
and STTT. The same pattern emerged: when students were tested multiple times,
their performance on a 5-minute follow-up (remembering; short-term gain) was
worse than those who studied multiple times, but their performance on a 1-week
follow-up (learning; long-term gain) was better.
Since long-term gains are the real learning objective of higher education (rather
than short-term recall), this suggests that the act of testing students could be a
key pedagogical tool to improve student learning. Even in subject areas where test
results are not commonly interpreted as indicative of learning (e.g. the humanities),
the act of testing itself should still benefit students as it activates cognitive pro-
cesses related to understanding the learning material and applying it. The remaining
question is how to motivate students to take optional tests.
Incorporating these three research areas produces a picture of a casual social gam-
ing embedded within an online social network that should motivate students to
engage with the material more often than they otherwise would. An integrative
model appears in Fig. 20.3.
410 R.N. Landers and R.C. Callan
First, the ability to communicate more easily with classmates in a SNS increases
motivation to engage with those classmates as well as the learning material shared
with those classmates, although it is critical to deploy a SNS in such a way that
it provides incremental value beyond any SNS already being used (e.g. Facebook,
MySpace, Twitter). It furthermore increases opportunity to engage with the material
by serving as a resource accessible 24/7 and from home. Second, additional testing
gives added opportunity for students to engage with the material that they other-
wise would not have, along with additional supporting evidence that testing is more
beneficial to students than studying. Third, the provision of social game rewards for
testing increases student motivation to complete those tests (i.e. because the SNS
makes the social rewards meaningful, students are motivated to take advantage of
the opportunity provided to complete tests).
To examine the value of this integrative theory, all of these principles were com-
bined to produce a single online social networking platform for undergraduates. All
faculty and students completing a course in the Psychology department at a major
east-coast university during the Summer 2010 semester were automatically enrolled
in this system, which the primary author titled socialPsych.
The socialPsych platform integrated features common to most social network sites
with new education-focused features developed to implement the theory described
above.
Features common to most social network sites follow:
• Personal profiles. Each system user (faculty and students alike) could create a
personal profile to represent of him/herself. Specific profile features included:
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 411
• Classroom discussion areas. Each course had its own private discussion area,
and students enrolled in those courses were automatically enrolled in those areas.
Comments were threaded only one deep (i.e. a comment could only have one
level of replies). See Fig. 20.4.
• Protected discussion environment. Unlike classes with social elements run in
Facebook, all conversations and discussions took place behind a password-
protected barrier accessible only to department faculty and students. No one
without a valid student or instructor username/password combination could see
student or class interactions – the same level of protection available in most
learning management systems (LMS; e.g. Moodle, Blackboard).
• Certification (gameification) system. This system was designed to motivate stu-
dents to complete optional multiple-choice tests. More detail is available on this
feature further in the next section of this chapter. Also see Fig. 20.5.
• Mentoring system. This system used scores from the certification system to
qualify students to mentor other students, using a matchmaking procedure.
• Open community with protection. All classroom discussion areas were visible to
anyone in the department. This was to encourage students to perceive themselves
as part of a larger community, and may be an element of the “critical mass”
needed for online social media to develop a lasting user base. This increased
perception of community should also have contributed to the perceived impact
of the social rewards offered by the system. To enable privacy when desired,
authors of any particular comment thread could specify that their thread was to
be private, i.e. only visible to students currently enrolled in that course and the
faculty.
• Instructor highlighting. When an instructor or TA posted in a course dis-
cussion area or made a profile post, the post was highlighted in both the
Classmate Updates Feed and Classroom Discussion Area for the instructor’s
current students. This was designed to increase the perception that this was an
education-focused SNS, and not just a place for students to socialize.
412 R.N. Landers and R.C. Callan
Fig. 20.4 Sample classroom discussion area (student names and photos blurred to protect their
identities)
The socialPsych platform was written by the lead author of this chapter to run on a
LAMP platform – an acronym representing four open-source, freely available soft-
ware packages that run together as a web server: Linux as the operating system,
Apache as the HTTP provider, MySQL as the underlying database, and PHP as
the server-side scripting language that provides dynamic content. This was done
to minimize costs of upkeep and to maximize portability to other departments and
universities.
Instructors were approached individually about their willingness to allow the
socialPsych platform to support their classes, and about 80% of instructors gave
their permission. Within this group, instructors were given complete freedom to inte-
grate socialPsych into their classes however they saw fit. Some instructors chose to
post required assignments in socialPsych, others chose to place extra credit assign-
ments there, and still others never mentioned socialPsych to their students again. It
was important to provide this freedom in order to see how a SNS and gameification
platform performed in a realistic educational environment. Most research points to
general resistance to online education by university faculty (for some discussion of
this, see Clark, 1993; Dillon and Walsh, 1992; Gibson et al., 2008), so the present
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 413
Fig. 20.5 Certification system utilizing gameification (current user has completed one rank in
PSYC 203S – Lifespan Development)
authors did not want to assume such support when evaluating the system. A techno-
logical intervention of this scale (i.e. deployed across multiple classes and subjects)
should not be considered successful unless it still improves outcomes with limited
or no faculty support.
After creating the software platform itself and acquiring instructor permissions,
the content for the certification (gameification) system was collected. This was
the most time-consuming aspect of the project preparation stage. To do this, each
instructor was approached and asked to supply practice test questions related to
their course. If the instructor did not wish to supply these, the test bank from the
textbook associated with their course was used. If the instructor did not want us
to use this test bank (for example, if the instructor used test bank questions on their
own tests), test banks from other textbooks on the same topic were used. Each of the
17 test banks ultimately used in the overall certification bank consisted of between
101 and 150 questions, with a grand total of 2219 questions. After the system was
deployed, students were able to complete up to one 10-minute 10-question quiz per
course category per 4 days. These questions were randomly drawn from the test
414 R.N. Landers and R.C. Callan
bank associated with that course. For example, a student could complete the 201S
Introduction to Psychology test once every 4 days, and each time he did so, he had
10 min to answer 10 questions about Introduction to Psychology, randomly drawn
from the 150 questions associated with that course. If he passed the threshold score
associated with the next rank, he would then gain a rank and would not be able to try
for the following rank for 4 days. If he did not pass, his rank was not increased, and
he was told to try again in 4 days. Students could not lose ranks, as this would have
a negative motivational effect for attempting quizzes. See Fig. 20.5 for a picture of
the certification center in which the current user has reached one rank in 203S –
Lifespan Psychology. Seventeen tests were available (of 20 courses in the project,
17 were unique topics), and students could earn up to five ranks in each of those
courses: Newbie, Novice, Intermediate, Expert and Master. Directed by goal setting
theory, each rank was more difficult to attain than the last, with cutoffs of 30%, 50%,
70%, 90% and 100% correct. Students could gain up to one rank per test.
Badges associated with ranks for each course would then be displayed privately
in the certification center and publicly in both the student’s profile and next to
his name when posting in the discussion area associated with that test. For exam-
ple, if a student reached the “Certified Intermediate” rank in 201S – Introductory
Psychology, a blue ribbon would appear next to that student’s name whenever post-
ing in a 201S discussion area. In Fig. 20.4, three posts have white ribbons, indicating
that those students have reached the “Certified Newbie” rank in 318 W (the course
discussion area displayed).
At the beginning of the semester, after approval from university IRB, lists of
students and their e-mail addresses were collected from each instructor teaching a
course during the Summer 2010 semester. A total of 592 students were e-mailed
an invitation to join socialPsych, and the second author of this chapter gave a brief
5-minute presentation to all participating face-to-face classes to explain to students
what socialPsych was and why they might want to join it. Instructors of online
courses were encouraged to post an announcement with the same information pre-
sented in person. To encourage initial activity, various monetary prizes were offered
for participating.
Two major areas of the project were evaluated separately: (1) the motivational
value of the overall system and (2) the motivational value of the certification
(gameification) center.
Count Event
for their data to be used for research purposes, but very few students chose this (14
of 385; 4%), though these students will not be reported in any further statistics. Of
these 385, 246 (64%) uploaded profile pictures, suggesting a fairly high level of
engagement (or at least, intended engagement) (Table 20.1).
Course discussion areas were used often and enthusiastically, with 2219 total
conversation threads and 4595 total comments. 20 summer courses participated with
a typical length of 6 weeks, suggesting a great deal of conversation. Content of these
conversations varied a great deal. In courses where the instructor required participa-
tion or presented extra credit, most (though not all) posts were generally to satisfy
these requirements. But in courses where the instructor did not participate at all,
students actively engaged with each other more casually. The following represents
a common type of exchange:
Student A: “Can someone who used the study guide on the first test tell me whether it is an
effective study method??”
Student B: “i used it all and got a 94, but you should study the study guide, not just fill it
out”
Students often discussed studying with others that they ostensibly did not know
personally. This sort of interaction would not be likely without a class-focused
SNS. Emotional appeals and support regarding coursework and progress were also
common:
Student: oh man this class has been confusing, but we only have the final left and then we’re
DONE! :) ! i hope everyone does well! Good Luck!
From these comments and others like them, it became clear that students using
socialPsych generally found it motivating to use, supporting the first of the three
theories the platform was based upon. Being connected to all of their classmates
virtually in a somewhat informal environment spurred students to interact in ways
they otherwise would not have been able. General class-wide requests about study
materials and techniques would have been otherwise impossible.
An end-of-semester survey was provided to students to gain feedback on the
system, to which 155 students responded. Within this survey, students were asked
to respond to four open-ended questions: the best thing about socialPsych, the
worst thing about socialPsych, the most needed change for socialPsych, and general
comments.
416 R.N. Landers and R.C. Callan
Only two comments were provided that indicated a general dislike of the
socialPsych platform. One was for a technical reason:
I didn’t like it and would not use it again unless it was easier to use
I think its use should be encouraged. It’s a great social working network site. It’s much
safer to use than the internet (meaning, you are speaking with students you have something
already in common with- class and school).
Three questions were asked in the end-of-semester survey regarding the certi-
fication center. Each question was assessed with a 5-point Likert-type scale from
Strongly Disagree (1) to Strongly Agree (5). Fun was assessed with the statement,
“The certification exams were fun.” Enjoyment was assessed with, “I enjoyed taking
certification exams.” The extent to which students found it rewarding was assessed
with “I felt good gaining ranks through certification exams.” Results appear in
Fig. 20.6.
Generally, we interpret this as strong support for the motivational value of
gameification. Students not only completed extra multiple choice exams for no
direct scholastic reward (no instructor required or offered extra credit for completion
of certification exams) but also, on average, rated those exams as fun, enjoyable, and
rewarding.
Reasons that students did not use the certification exams or did not take many
exams were difficult to identify, but a few comments offer a window into this issue:
The certification exams are a good idea, but I never had any time to do them.
Fig. 20.6 Frequency of responses to attitude items, with 5 = strongly agree and 1 = strongly
disagree
418 R.N. Landers and R.C. Callan
and what might be done to increase participation from these users. Even among
motivated users, there were other problems:
I think it is a great features [sic], but I didn’t know anything about certification exams was
that because I was not qualified to take them? I would have liked to be informed about that.
Users were not given feedback on correct answers for two reasons. First, test-
enhanced learning does not require this for learners to benefit. Simply engaging
with the material – thinking through responses – is sufficient to improve later learn-
ing outcomes. Second, test security made this impossible regardless. With only 150
questions, a student that completed the test repeatedly would quickly learn which
answers were correct without putting in the cognitive learning effort that is the
goal of the system. Such a user could gain ranks without actually earning them;
withholding correct answers prevents this.
20.5.4 Limitations
The project also ran in the summer, and the extent to which summer students dif-
fer in their motivations to participate from more traditional students is unclear. The
university’s summer school population tends to be predominantly non-traditional
and returning students. Students in the traditional fall and spring semesters are
likely to be younger and more homogeneous, and a result, may interact with the
socialPsych platform even more enthusiastically. The demographics related to SNS
use and game playing in this context need to be studied explicitly.
It is also important not to underestimate the effect of student culture. If a plat-
form like socialPsych became part of the social landscape of a university, much
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 419
as Facebook has, it would be expected that most students would engage with it.
Because the value of the certification center is based upon the hypothesis that
increased testing leads to increased learning, students would only need to try the
platform and then try the certification exams to benefit; simply testing should
improve their understanding of the material covered by those exams, regardless of
whether or not the students’ scores on those tests have meaning.
Considering evidence found for the general motivational aspects of this sys-
tem, this study also promotes the idea that gameification could be used to support
learning activities in the workplace. The creation of a training-focused SNS may
furthermore be able to contribute to a culture of organizational learning, potentially
quite valuable at a time when self-directed learning is becoming increasingly crit-
ical for organizational success. While the theory discussed above supports such an
application, organizational employee demographics and motivation vary to a much
greater degree than do undergraduate demographics and motivation, and thus it is
unclear to what extent these results would generalize to that setting.
Additional evidence is needed on the learning benefit of this system. Though
theory and preliminary evidence supports the tie between test taking and learning
outcomes, empirical evidence is needed to verify this. One of the biggest challenges
in research on such large system is that randomization is nigh impossible; to truly
examine causal differences in learning due to the implementation of such a system,
researchers would need to randomly assign many institutions to SNS-enhanced ver-
sus non-SNS-enhanced conditions. This is clearly unrealistic; researchers must find
a way to investigate these learning benefits without the use of such powerful ran-
domization designs. In lieu of randomization, carefully considered correlational and
survey-based studies appear to be a necessity in this research domain, at least in the
short-term.
It is also unclear what specific game design principles will lead to the great-
est motivation. For example, there is thus far little research to guide whether a
point-and-level system (where learners earn points to achieve levels at different
plateaus) or a reward-for-action system (where learners earn unique awards for
unique accomplishments) would be more effective.
Caution and restraint must also be used in the design of such systems. Abusing or
overloading learners with goals can be quite dangerous, as it may lead to unintended
side effects, such as increases in unethical behavior and reduced intrinsic motivation
(Ordóñez et al., 2009). Overprescribing goals decreases the value of all goals in
the reward system. Keeping the reward system relatively easy-to-understand and
20 Casual Social Games as Serious Games: The Psychology of Gamification . . . 421
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2011
Chapter 21
Experiences of Promoting Student Engagement
Through Game-Enhanced Learning
21.1 Introduction
The teaching experiences described here started with the simple vision of students
learning with a level of engagement similar to that of playing digital games. The
vision seemed plausible because the inherent rule-bound structure of digital games
is essentially a learning process, encouraging players to take on challenges that build
up skills and knowledge as they pursue specific goals (Prensky, 2002; Koster, 2004;
Gee, 2007; Oblinger, 2008).
In education, engagement is essentially the measure of a student’s participation
in a learning task. Skinner and Belmont (1993) suggest that those engaged ‘. . .show
sustained behavioural involvement in learning activities accompanied by a positive
emotional tone. They select tasks at the border of their competencies, initiate action
when given the opportunity, and exert intense effort and concentration in the imple-
mentation of learning tasks; they show generally positive emotions during ongoing
action, including enthusiasm, optimism, curiosity, and interest.’ Studies have con-
sistently highlighted the important relationship between engagement and learning,
with students who are highly motivated being more likely to engage in the learn-
ing process (Malone and Lepper, 1987; Wishart, 1990; Prensky, 2007; Garris et al.,
2002; Greenagel, 2002; Zepke and Leach, 2010).
Games encourage engagement in various ways. For example, the level of game
challenge at any point is subtly matched to the player’s current ability level so that
each challenge is just within their competence to avoid negative feelings from frus-
tration and failure. Also, providing meaningful and timely feedback on performance
and progress encourages involvement. The possible link between engagement in
games and engagement in education has led, in recent years, to a significant growth
of interest in serious games (Prensky, 2002; Michael and Chen, 2005; Kelly et al.,
2007; Ulicsak and Wright, 2010; Sheldon, 2011), a term used here for any game
with an educational purpose.
D. Bustard (B)
University of Ulster, Coleraine BT52 1SA, UK
e-mail: [email protected]
Student engagement can promote deep and meaningful learning (Quinn, 2005),
thereby improving overall academic performance and helping validate a stu-
dent’s beliefs and expectations about their academic ability (Skinner et al., 1998).
Engagement with academic activities is a reliable predictor of a student’s long
term academic achievement, and their immediate chances of successfully complet-
ing their chosen course of study (Connell et al., 1994; Zepke and Leach, 2010).
Engagement can also be a measure of social involvement, with engaged students
spending more time interacting with peers and teachers (Eccles et al., 1998).
Additional indicators include intrinsically motivating factors, such as pleasure in
work and the willingness to exert effort (Steinberg et al., 1989), and a preference for
challenge, mastery, interest and feedback (Harter, 1978; Harter and Connell, 1984;
Ginsburg and Bronstein, 1993; O’Brien and Toms, 2008).
Games are intended to provide an experience that intrinsically motivates players
to progress in the absence of extrinsic rewards (Malone and Lepper, 1987; Bisson
and Luckner, 1996; Koster, 2004). This can mean that players spend many hours
mastering a game that is often difficult, complex and long (Prensky). The moti-
vational qualities of games have led many to argue that games have the potential to
engage students and ultimately enhance the way in which they learn (Prensky, 2002;
Koster, 2004; Squire and Jenkins, 2004; Shaffer et al., 2005; Oblinger, 2008).
Although their work did not specifically focus on game design, two of the most
significant studies relevant to motivation in games are Malone and Lepper’s intrin-
sic motivation taxonomy (1987) and Csikszentmihalyi’s flow framework (1991).
Malone and Lepper defined intrinsic motivation (player engagement) as having
seven individual and interpersonal elements: challenge, curiosity, fantasy, control,
recognition, competition and cooperation. Csikszentmihalyi (1991) considered flow
as an experience ‘so gratifying that people are willing to do it for its own sake,
with little concern for what they will get out of it, even when it is difficult or
dangerous’. His framework was adapted for digital games by Sweetser and Wyeth
(2005), creating the GameFlow model, which identified eight key aspects of player
engagement: control, concentration, challenge, clear goals, feedback, immersion,
mechanics (player skills) and social interaction (socialization).
Other authors have developed similar lists and in doing so often tried to base their
proposal on an analysis of earlier work. For example, Garris et al. (2002) proposed
six broad dimensions of fantasy, rules/goals, sensory stimuli, challenge, mystery and
control in categorizing the earlier published literature. Subsequently, Yee (2006)
added advancement, discovery, relationships, customization and escapism to the
growing list of motivational factors.
Most recently, a review by Bostan (2009), of the work of Malone and Lepper
(1987), Sweetser and Wyeth (2005) and Yee (2006), noted a lack of consensus on
naming, and the complexity resulting from a proliferation of terms, many of which
had similar or overlapping meanings. Figure 21.1, for example, illustrates apparent
differences in terms cited in the three studies analyzed by Bostan.
Looking across the recent literature, a substantial number of motivational factors
can be identified. Forty are listed in Table 21.1. The strategy used to identify a work-
able set of motivational qualities for use in teaching was to first select those qualities
that seemed directly relevant. This reduced the forty characteristics in Table 21.1 to
eighteen. These were then grouped to produce six key student engagement factors
as identified in Fig. 21.2.
The first and arguably the most important factor is fun. Research suggests there
is a strong connection between fun and learning (Bisson and Luckner) but it is not
routinely identified as an essential educational requirement.
The second factor is structure, which covers the provision of clear rules, achiev-
able goals and opportunities for choice and control. Challenge and feedback are
identified as the two main sub-components of structure. The pleasant frustration
experienced by game players as they attempt to complete challenges produces a
level of engagement that can hold their attention until the task is accomplished.
To maintain this level of engagement, however, appropriate and timely feedback is
needed to ensure success. Without feedback, relevant to progress and performance
levels, the player loses focus and engagement gradually diminishes.
428 T. Charles et al.
The final two factors are social and identity, which although not main factors
in gameplay, are important within education and so are included here. The vari-
ous qualities encompassed by the social factor include team work, cooperation and
relationship development. The importance of collaborative learning is well known
(Dillenbourg et al., 1996; Dillenbourg, 1999). Also, a visible identity in a learn-
ing group can trigger and enhance the benefit of feedback on performance and
progression.
21 Experiences of Promoting Student Engagement Through Game-Enhanced . . . 429
These factors are the basis of GEL, the game-enhanced learning framework. They
can be taken into account in both the creation of teaching materials and in their
delivery. The current focus of GEL is on delivery, where it is assumed that a game
(or games) will be developed around an existing presentation of teaching material
in a course. The approach is generic in that it is aimed at a wide variety of teaching
situations. More specifically, this means that it is intended to be largely independent
of the type of material studied, the level of study involved, and the duration of that
study.
The basic game concept is to make students compete for points awarded for
desirable behavior in a way that had a positive educational benefit, without any
negative side-effects. The framework can be described in terms of the assumptions
and requirements associated with each of its six elements, as follows:
1. FUN: As a game, it is assumed that the results are not linked to formal assess-
ment of the course. The game is essentially an additional activity that students
undertake voluntarily. It should be fun but it should also have an educational
benefit. In addition, it should have no negative impact on the course itself, or on
any other course being studied at the same time.
2. SOCIAL: Students are encouraged to collaborate with fellow students to com-
plete challenges. This cooperation helps provide a supportive environment in
which students with mixed ability can all enjoy the game. It also implies that it
is beneficial to make the game a group activity where that is practical.
3. IDENTITY: A key assumption is that there is technology support for each game
developed. This support will maintain details of the game, including the names of
430 T. Charles et al.
those who are playing and their performance to date. This gives each student and
their group (if present) a unique identity. Further, it is assumed that this identity
is reinforced by displaying performance publicly.
4. CHALLENGE: To provide a challenge, the game should include a selection of
optional activities, with a suitable breadth of difficulty.
5. STRUCTURE: The basic game model assumes that students can earn game
points by completing activities, some of which are considered ‘core’ and others
that are ‘optional’. For example, points could be awarded for attendance at lec-
tures, which is expected, and for participating in class, by answering questions,
which is desirable but optional.
6. FEEDBACK: To maintain enthusiasm, it is assumed that the time gap between
students earning game points and seeing the impact on their performance (as
individuals or in groups) should be as short as possible.
There are four stages in designing and running a game based on this framework:
4. Run the Game: The game then runs, with points accumulated for each activ-
ity completed successfully. Feedback can take a number of forms, including
online graphical summaries, publicly displayed leaderboards and the awarding
of achievement prizes.
COM158C1 Challenges
Class presentation
Outstanding work
Design document
PDP & reflection
Revision quizzes
Input to tutorials
Tutorial quiz
Attendance
Class test
Lab task
Week
1 40 10 10 10 5 5
2 40 10 10 10 5 5
3 40 10 10 10 5 5
4 40 10 10 10 5 5
5 40 10 10 10 5 5
6 30
7 40 10
8 40 10
9 40 10
10 40 10 40 210 10
11 40 10
12
Total (940) 400 100 50 50 25 25 30 40 210 10
At the beginning of the game, its rules were explained to the students and ethi-
cal consent forms completed. The lecturer also divided the class into teams of 6–8
students, with each team choosing its own unique name. The names were then used
in displaying performance, as illustrated in Fig. 21.3.
During the game, the points achieved by team members were added to cumulative
totals and made available through WebCT. The team performance charts were also
presented on a plasma screen in a public area and discussed during a weekly tutorial
class. The charts provided teams with a summary of their overall performance in
relation to other teams and a breakdown of where points were earned. Most of the
challenges encouraged the teams to work collaboratively. For example, to maximize
the points earned teams needed to encourage their members to attend classes and
to share answers to questions in tutorials. At the end of the first part of the game
(Week 6), small prizes were awarded to encourage further participation. All groups
were recognized for at least one achievement.
A tool was developed to accumulate and present performance based on Google
Spreadsheets (part of the Google Docs Suite of online applications). The spread-
sheets were accessed using the Google web interface. Using the Google Docs
publishing facility, the URL of the charts was linked to WebCT and the chart updated
dynamically from within WebCT when new game data was added.
21 Experiences of Promoting Student Engagement Through Game-Enhanced . . . 433
90.0
80.0
Class Test
70.0
60.0 Contribution to Class
50.0 Tutorial Quiz
40.0
Reflection
30.0
20.0 Assignment
10.0 PDP
0.0
Attendance
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1. FUN: As in the first semester, the game was slow to take off, with the students
finding it difficult to remember the rules. This was surprising as the game struc-
ture was essentially the same and the rules were now more visible. It might be
that the students were giving more priority to understanding the main require-
ments of the module before turning to the game or there was less pressure
because of the removal of the group game. The net effect, however, was that
the lecturer had to again encourage involvement over the first few weeks. In the
survey, 82% agreed or strongly agreed that the game helped them engage with
the module.
2. SOCIAL: The individual game produced a significant improvement in per-
formance but the students still preferred the group structure used in the first
semester. Overall, most students (89%) indicated a preference for a group game,
so it was decided that it should be the main focus. In detail, students felt more
encouraged by the group game than the individual game to gain higher marks
(85 versus 64%) and study additional material (75 versus 41%). They also felt
that their work had improved to a greater extent through the group game (88 ver-
sus 53%) and that it was more effective at encouraging interaction in face-to-face
sessions (60 versus 41%).
3. IDENTITY: Students could only observe their own performance in this game.
They declined an offer to have individual identities assigned.
4. CHALLENGE: The additions and changes to the challenges, with the resulting
readjustment of points, increased overall student satisfaction with the game. The
uptake of these additional challenges was relatively slow, however, with many
students delaying participation in the development of a CV and completion of
revision quizzes until late in the game.
5. STRUCTURE: Both the performance results and the evaluative questionnaire
results indicated that the game was well received by the participating stu-
dents, with many commenting that personalized feedback helped identify their
strengths and weaknesses. Also the visibility of class position helped build the
confidence of some students, who could now see that they were ‘keeping up’
with their peers.
6. FEEDBACK: Gathering and entering data continued to be demanding, delaying
feedback on occasions. This was made worse by the students accelerating their
efforts towards the end of the semester at a time when coursework marking was
at its peak. The performance display tool was reasonably effective, receiving an
overall satisfaction rating of 82%. For future use it would be modified to include
the display of group performance. Space was created by reducing the information
on attendance, which had been over-emphasized.
• The first named author led the first-year experiment but was also one of the
postgraduate demonstrators supporting the teaching process. There was there-
fore a risk that this dual role could have contributed to the successful outcome.
As a result, she withdrew from involvement in demonstrating in subsequent years
to reduce the possibility of bias. In practice, the results were unaffected, with the
influence of the lecturer appearing to be much more significant.
• There was initial concern that the improved results in 2007–2008 might also be
explained by having a more able set of students that year. In running the exper-
iment several times since then, however, each year has shown the same level of
improvement.
• TurningPoint© interactive response systems were introduced in 2008–2009. It
was hoped that they could be used to monitor attendance and to track students
answering questions in class. In practice, however, the underlying software had
limited administrative features for the extraction of data, so it could not be sent
directly to the game display system. One benefit, however, was that the students
enjoyed the interactivity provided by TurningPoint. Its main impact therefore
was to increase class engagement and give all students an equal opportunity
to contribute to class discussions. TurningPoint also helped encourage a sense
of competition among groups as it was possible to provide instant feedback on
responses.
• The game display system was redesigned in 2008–2009 to include group per-
formance, with the revised interface shown in Fig. 21.7. The screenshot shows
an angular gauge (1) that displays a team’s overall game points. Below that, lin-
ear gauges indicate the total points achieved for attendance (2), tutorial exercises
(3), contribution to tutorial discussions (4), assignment marks (6) (this was a
cumulative score containing points earned through PDP exercises, lab tasks and
a class test), contribution to lectures (7), and revision quiz completion (8). There
was also a drop-down section at the bottom of the screen to report on significant
achievements in specific areas. These were displayed as ‘badges’ for:
Attendance: awarded when the average weekly attendance of a team was
greater than 70%
Outstanding Work: awarded to the team if a team member received outstand-
ing work in any of the five weekly lab tasks. No points were awarded for
this achievement.
Contribution to Lecture: awarded to the team if a team member contributed
to a lecture or tutorial
Presentation: awarded to a team if it successfully completed a presentation
CV: awarded to a team when all members have completed a CV
21 Experiences of Promoting Student Engagement Through Game-Enhanced . . . 439
• At the beginning of the academic year 2010–2011 funding was obtained to sup-
port the development of a generic tool to facilitate the portability of the GEL
approach. This was evaluated experimentally in the second semester of the year
and is expected to be released for general use in August 2011 (Bustard et al.,
2011).
This section summarizes the overall lessons learned from using the GEL framework,
highlighting the factors that can affect the success or otherwise of the approach
proposed.
in areas that they would normally consider difficult or uncomfortable. One signif-
icant example was in answering questions in class, which students had previously
avoided.
bring that information to the surface and its timely return is crucial to GEL’s
success. Tool support is essential in practice and the wider use of GEL requires
a highly parameterized tool that can be tailored to a wide range of different
teaching situations. As indicated, the first version of that tool will be released
in August 2011.
21.4 Conclusions
This chapter has described a generic game-enhanced learning framework (GEL)
intended to improve student engagement and so enhance the process of teaching a
wide variety of subject material. The approach was illustrated through discussion of
its experimental use in first-year undergraduate programming modules from 2007 to
2008. The results have exceeded expectations in terms of student performance and
we are currently encouraging others to experiment with the approach.
A possible first step is to try and take account of the engagement factors in
delivering course material. Addressing these factors alone, without using an explicit
game can still be beneficial. In summary the factors are:
For those wishing to try the game, it can be run using the ideas outlined in this
chapter, with game data managed through a spreadsheet. This is practical for small
classes but for larger numbers the generic GEL tool is recommended. At the time of
writing this is scheduled for release in August 2011. Those interested can find details
on the associated GEL website or contact the authors directly for details. Further
information can also be found in (Bustard et al., 2011; Charles et al., 2009a, b;
Charles, 2010).
Research is continuing as there are remaining questions that need to be answered
in trying to fully understand the strengths, weaknesses and limitations of the
444 T. Charles et al.
approach. These include the impact of the size of the class, the type of material
taught, the link between the game and the formal assessment of a course, and how
best to deal with the few remaining students who do not engage. It is likely that this
research will draw on the experiences of those now active in the rapidly expand-
ing field of serious games (Prensky, 2007; Michael and Chen, 2005; Kelly et al.,
2007; Ulicsak and Wright, 2010; Sheldon, 2011), especially closely related emerg-
ing approaches. One example is the work of Sheldon (2011), which has reported
similar improved class performance though is different in integrating the game with
formal assessment of the course.
In the meantime, the use of the GEL approach is now an established part of
teaching programming at the University of Ulster and will continue to provide an
excellent test-bed for further experimental studies.
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Chapter 22
What Computing Students Can Learn
by Developing Their Own Serious Games
Matt Smith
22.1 Introduction
Computer games require many different aspects of computing science theory and
practice to come together, and the sophistication of the game determines the range.
The motivational benefits of computer games (i.e. as interesting ‘subjects’ for study
compared with ‘boring’ traditional software case study systems such as banking
or databases) have been exploited for computing student learning of computing
concepts (for example see Smith et al., 2008, where mobile phone game software
was used as a case study for several computing topics, including software testing).
However, once one asks students to develop their own computer games, additional
issues relating to design, programming (implementation) and testing of complex,
interactive, multimedia software systems come into play. An example of a progres-
sion of game development programming projects for different semesters or years of
teaching might include: simple number guessing games (guess a number from 1 to
10, and the computer says if the answer is right or wrong), simple card games requir-
ing ‘arrays’ of cards to be created and shuffled and dealt, 2D arcade and platform
games, up to interactive 3D games (now possible in 4–5 week projects through use
of game development environments such as Unity – see Unity Technologies, 2011).
For undergraduate computing students, setting serious games as the team objective
(rather than simply games for entertainment) further bring into play key issues about
the importance of the users of the final computer system and the learning that the
computer game is intended to support. For example recent projects set to fourth
year computing students at ITB (Institute of Technology Blanchardstown, Dublin,
Ireland) include 3D games to promote the learning of fire safety and also campus
building layouts for new staff and students induction. Serious games very effectively
bring into focus issues of usability, universal design, and the importance of evaluat-
ing software from the user’s point of view as much as, if not more than, the range
and quality of the technical features of the software.
M. Smith (B)
Department of Informatics, Institute of Technology Blanchardstown,
Dublin 15, Republic of Ireland
e-mail: [email protected]
1 There are many roles to be played in software development, and more for educational software
development, we’ll refer to the developers as teams; although it is possible (although a challenge)
for an individual to take on all roles as the developer.
22 What Computing Students Can Learn by Developing Their Own Serious Games 449
• Review Part 1: cultural concepts and definitions of fun, games and education-
game relationships
• Review Part 2: constructivist educational research
• Review Part 3: an exploration of situated learning and Enquiry-Based Learning,
and the benefits researchers claim for such teaching-learning approaches
• Review Part 4: the development of the field of computer supported learning from
early days to recent work and serious games
• Analysis, from a computing student educational perspective, of what a serious
games is as a software system, and the requirements for the process of designing,
creating and evaluating serious games systems
• A proposal for a progressive approach to using computer games modification as a
way to encourage school-aged students to develop an interest in mathematics and
450 M. Smith
computing, to support K-122 learning goals and also to encourage more students
into considering technological development as a career and degree subject.
• Description and reflection of several cases studies of computing students who
have learned through developing serious games
English is one of the few languages with different words for ‘play’ and ‘game’;
although such a distinction is marred by the fact that both words can play the role
of verb or noun, although more often ‘play’ is used as a verb, and ‘game’ as a noun
(Frasca, 2007, p. 38). Frasca goes on to state that Lalande (1928) was the first to
categorise different forms of games, according to whether they end with winners or
losers, or their goal is less structured play with no end goal. Some game research
originated from more traditional fields of study such as narratology and drama (for
example see Bal, 2009, and Laurel, 1993), however the limitations or inappropriate-
ness of a narrative approach to understanding interactive and dynamic games has led
to proposals for studies in ‘ludology’ (originally Huizinga [1938] 1950, and more
recently Frasca, 1999, 2003, and Juul, 1999). In many cases the general term ‘game
studies’ is beginning to be used for research in these areas (for example see Mäyrä,
2008). Such disciplines generally agree on definitions and differentiations of ‘play’
as an activity with no immediately useful objective apart from the pleasure expe-
rienced, while ‘game’ is a form of play with a result defining winning or losing.
Frasca (1999) coins the terms ‘paidea’ and ‘ludus’ for these definitions, to avoid the
ambiguities associates with the different roles game and play can take in English.
It is interesting that there is agreement that the presence or formation of rules is
recognised as a common feature of ‘play’ – it is not the rules that distinguish play
from game, but whether there can be a ‘winner’.
In addition to becoming accepted as legitimate to support education, computer
games are beginning to be argued as a new art form in their own right. As argued by
Koster (2005) and Muzyka (quotations cited by Griffin, 2011), currently computer
games are struggling for acceptance as legitimate, and are being challenged due to
such uncomfortable issues as graphic violence and the social interactions (such as
solicitation, and dangerous driving) that players simulate in games. For example see
Bulletstorm (Electronic Arts, 2011) and Grand Theft Auto (Rockstar Games, 1997).
Zeschuk argues that a key issue with the fledgling attempts to legislate regarding
video game content is that:
Folks who criticise games in a judiciary process like legislature make the mistake that games
are for kids . . . The word ‘game’ probably gives them the wrong impression . . . They are
not familiarizing themselves with what they are criticizing. If you only know hearsay, how
can you form an opinion. (Zeschuk, quotation appearing in Griffin, 2011)
2 K-12 refers to the range of free education in the USA, from around 4 years-old (‘K’ for
Kindergarten) to 12th grade (around 18 years-old).
22 What Computing Students Can Learn by Developing Their Own Serious Games 451
While serious computer games have become a popular topic in recent years, the
idea of people learning important lessons or knowledge through playing games is
not new. In the early parts of Frasca’s (2007) PhD dissertation, having discussed
the use of strategy games such as Go and Chess and their relationship with military
strategic training, he goes on to describe several examples of politically motivated
educational games produced around 1900 by members of the British suffragette
movement arguing for women to gain voting rights. He cites Crawford describing
how card games such as ‘Suffragette’ (1907) and board games such as ‘Prank-a-
Squith’ (1909) brought the ‘message of the cause . . . into domestic circles where
more rabid propaganda might not have been welcomed.’(Crawford, 2002, p. 235)
Despite the history of games to support learning, Schell (2008) suggests that
cultural obstacles continue to be present, challenging the legitimacy of games
for education, due to arguments along the lines that ‘. . .education is serious, but
games are not; therefore games have no place in education’ (p. 43). This echoes
Schechner’s (1988) observation ‘In the West, play is a rotten category, tainted by
unreality, inauthenticity, duplicity, make-believe, looseness, fooling around, and
inconsequentiality’ (cited by Pearce, 2009, p. 3). Such cultural views of the lack
of value of play were perhaps originally observed and described in Huizinga’s sem-
inal work: ‘[play] a free activity standing quite consciously outside ‘ordinary’ life as
being ‘not serious,’ but at the same time absorbing the player intensely and utterly.
It is an activity connected with no material interest, and no profit can be gained by
it.’ (Huizinga, 1938, cited by Pearce, 2009). Therefore, it is perhaps not surprising
that we, as serious games researchers and developers, find some cultural resistance
regarding the benefits or legitimacy of encouraging students to ‘play’, if no profit
is believed to come from such activity. Frasca describes his dismay at Huizinga’s
and others denigration of ‘play’ as being of little or no value. He counters one com-
ponent of such arguments by suggesting that, for young children at least, play is
ordinary life. Prensky (2001) quotes an instructional technologist professor as com-
plaining ‘The problem with edutainment is that there is too much –tainment and not
enough edu-’ (Prensky, 2001, p. 375)
Likewise, serious games developers may find resistance from the student (play-
ers) in the form of distrust of the explicit attempts to ‘hijack’ an enjoyable
play-experience for an educational agenda. In their teacher’s guide for the second-
level serious game ‘The Business Game’ Pixel Learning see the need to address
452 M. Smith
teachers’ potential misgivings about the term ‘game’: ‘It is recognised that the term
‘game’ may have, for some, negative connotations in relation to education. The
authors would seek to reassure teachers . . .[The Business Game is] very much an
educational product . . .’ (PIXEL Learning, 2005, p. 7)
However, Schell makes an effective argument that most formal educational
systems are games:
Students (players) are given a series of assignments (goals) that must be handed in (accom-
plished) by certain due dates (time limits). They received grades (scores) as feedback repeat
as assignments (challenges) get harder and harder, until the end of the course when they
are faced with a final exam (boss monster), which they can only pass (defeat) if they have
mastered all the skills in the course (game). (Schell, 2008, p. 43)
Schell asks the question ‘So, why doesn’t education feel more like a game?’
He answers the question by listing many positive features of games that tradi-
tional education lacks, including: surprises, projection, pleasures, community, a
bad ‘interest curve’. Schell (2008, p. 248) talks about ‘interest curves’, a similar
concept to Krug’s (2000) ‘reservoir of goodwill’. In both cases the concept is of
the client/audience member/player/website visitor starts off with some emotional
mental state (feelings of interest in the game, feelings towards a website, etc.) and
their experiences (good or bad) change their feelings for better or worse. In other
words Schell is arguing something which would probably be supported by many
reflecting upon their own schooling, that the quality of interest and enjoyment of
the typical school child’s experience is much lower in the classroom than compared
to interest and enjoyment when playing games (whether computer games or other
kinds).
Dille and Platten (2007, p. 71) argue that the ‘core compulsion’ for game play-
ers is the effectiveness of the system of rewards and punishments. It is interesting
that they specially equate the loss of a ‘life’ with loss of player’s time and progress.
One potential disadvantage of serious games to support many educational agen-
das is that playing games is time consuming; and formal educational systems have
existing challenges for fitting a large set of curriculum goals into limited classroom
schedules. However, most children and adults voluntarily spend much of their time
playing games, outside of any classroom. The issue of how many hours some people
spent playing computer games has led to investigation into issues of the existence
of some form of ‘addiction’ to video games. Schell (2008, p. 451) writing about
potential bad influences of computer games on players cites a study by Yee (2002)
which attempted to define and analyse ‘unhealthy’ game playing practices, and their
causes. Yee describes finding a mixture of pull and push factors including psycho-
logical (pull) benefits from the games, and games as an escape from unpleasant real
world issues (push factors).
Given Schell’s arguments of formal educational as a game, a recent conversation
with a third-level lecturer in mathematics (McGuinness, 2011) highlighted another
parallel between features of education and games, relating to the reward of ‘unlock-
codes’. McGuinness has developed a series of interactive e-learning spreadsheets
22 What Computing Students Can Learn by Developing Their Own Serious Games 453
The educational approach underlying the work described and arguments made in
this chapter are that of the constructivist school of education. As Papert (1993a,
p. 179) states ‘Learning is not separate from reality’. Not all learning takes place in a
classroom. Not all learning is planned or structured through an intended curriculum
or agenda. For example, informal learning by community members at computing
centres (for example see Cook and Smith, 2004) demonstrates that both at an indi-
vidual level, and at a community or societal level, significant benefits can result
from simply the provision of a building, welcoming staff and modest computing
facilities.
Many computer games exhibit features that actively support the user in becom-
ing confident they can play the game up to their level of competence, and that
they can improve their level of competence by playing at a level slightly exceed-
ing what they have succeeded in doing before. Mahyuddin et al. (2006, p. 61, citing
454 M. Smith
of games described above, then it might be expected that such a situation would be
likely to increase students’ belief that they will be able to accomplish the learning
task.
Juul (2010) presents stereotypes of ‘hardcore’ computer game players versus
‘casual’ computer game players. Juul categorised game players according to four
dimensions, each dimension mapping to a sliding scale. The four dimensions were:
(a) fiction preference; (b) game knowledge; (c) time investment; and (d) attitude
towards difficulty. Juul suggested that for each dimension, hardcore gamers were
at the opposite end of the scale compared to casual gamers. He summarises the
stereotypes as follows:
The stereotypical casual player has a preference for positive and pleasant fictions, has player
few video games, is willing to commit small amounts of time and resources toward playing
video games, and dislikes difficult games; The stereotypical hardcode player has a prefer-
ence for emotionally negative fictions like science fiction, vampires, fantasy and war, has
played a large number of video games, will invest large amounts of time and resources
toward playing video games, and enjoys difficult games. (Juul, 2010, p. 29)
Serious games designers should probably be targeting their games at casual gamers,
since serious games usually aim to be appealing to an mixed audience of personality
types – typically a serious game would be targeted at a specific school-child’s age
group, or a group of undergraduate students studying a particular subject, or a group
of adults to be trained in a particular skill- or knowledge-set. While Juul actually
found that having initially engaged with a game, casual players often invest much
time and effort into playing the game, although playing it in ways different to that
of hardcode gamers (for example, many short periods of time playing, rather than
a small number of ‘marathon’ gaming sessions lasting many hours). So perhaps the
advice is that serious games should be made to ‘appear’ as if they are casual games,
to make it more likely that a wide range of users (students) will attempt the game,
although in reality the serious game itself might also be able to benefit from features
of non-casual games too.
When there are specific intended academic learning outcomes, Laurillard (1993,
2002) argues for the importance of ‘situated learning’:
academic learning must be situated in the domain of the objective, and learning activities
must match that domain; learning environments must be designed with features that afford
the learning of precepts . . . academic teaching must help students reflect on their experience
of the world in a way that produces the intended way of representing it (Laurillard, 2002,
p. 24)
Grabinger and Dunlap (1995) coined the term REAL for ‘Rich Environments
for Active Learning’. The goals for REAL match with many of those for
Enquiry/Problem-Based Learning, including the following (although the REAL
456 M. Smith
Savery states that the key different between EBL and PBL is that in PBL the
tutor/facilitator provides no supporting information relating the problem, whereas
in EBL the tutor is ‘both a facilitator of learning . . . and a provider of information’
(p. 16). In general the claim benefits of EBL include:
22 What Computing Students Can Learn by Developing Their Own Serious Games 457
Clearly EBL (perhaps in combination with other educational methods during the
years of a degree) has much to offer in helping students become the articulate,
problem-seeking individuals that academic institutions would be happy to graduate
and commercial organisations would be happy to employ. Savery (2006) suggests
some of the follow as costs or risks related to the introduction of EBL:
small number of ‘rich’ problems, each requiring students to bring together several
sets of knowledge and skills that might have been previously individually assessed
learning outcomes.
Hutchings describes how the problem is central to the reconciliation of the edu-
cator’s ‘responsibility to enlighten’ with the EBL goal of the learner who ‘takes
possession of the process of discovery’ (Hutchings, 2009, p. 12). The design of
the problem is the responsibility of the educator, and therefore creating appropri-
ate and high quality problems is essential for EBL to be successful. Huchings goes
on to describe the importance of the role of the educator as ‘facilitator’ to ‘guide,
support and encourage students to develop their own learning’ (p. 35), and the dan-
gers of non-expert facilitators (de-motivation of students/lack of respect) or expert
facilitators (who must carefully balance the extent to which their offer their subject
expertise as a ‘resource’ to students). The educator must act ‘as a book’ containing
knowledge that must be ‘sought after’.
Other resources, in additional to the tutor, include library resources. McLoughlin
(2005, p. 190) cites several other studies all reporting increase demand for library
resources, including cases where students began to complain about insufficient
library resources to support their EBL.
All-in-all, EBL is certainly not a ‘miracle cure’ than can be simply dropped
into a course and a teacher/lecturer/tutor told to go ahead and deliver. In order to
maximise the chances of successful introduction of EBL there needs to be signifi-
cant preparation by the organisation, by the teaching staff, and careful re-evaluation
of curriculum and assessment structures, as well as careful planning for resource
issues such as effects on timetabling and room requirements, library contents and
access etc.
Savery (2006) emphasises the importance of ill-structured problems, warning
that ‘when the expected outcomes are clearly defined, there is less need or incentive
for the learner to set his/her own parameters’ (p. 16). Mauffette et al. (2004, p. 13)
cite Paris and Turner (1994) who argue that students are motivated by academic
tasks with the following characteristics:
in the discipline of literary studies; they found effective strategies included asking
students to present proposals for a radio broadcast or writing a booklet for the Open
University required students to consider ‘complex issues of audience, intention and
rhetoric’ (p. 179), and were effective ways to help students view a problem in the
literary field as relevant to an activity someone (perhaps them!) might have to under-
take in the real-world. Assessment is always an important, and contentious, issue for
undergraduate education. Bowe (2005, p. 103) reports that his team viewed assess-
ment a broad way encompassing both the views of Angelo (1995) and Margolis
(2001) – that assessment plays many roles including measuring student achieve-
ment, a method for educators to transparently communicate their aims and their
desired changes to be searched for in learners. One must also acknowledge the
important role that assessment methods play in motiving students and influencing
their ‘strategic’ approaches in formal learning contexts. Issues of assessment for
EBL include:
• Some ‘group’ products result in the same marks going to all team members
• Some ‘individual’ assessments (usually from tutor evaluation) award different
grades to each individual
• A student ‘induction’ including discussion of the assessment strategies
• A wide range of assessment methods (oral, report, tutor evaluation, student-peer
assessment, unseen final written exam)
• Different assessment criteria for team members versus team ‘chair’
• A progression from more highly weighted ‘process’ grades, towards equal
‘process’ and ‘product’ assessments by the end of the year
One early publication challenging academics in what is now the field of ‘serious
games’ was Malone’s (1981) magazine article, the title of which asked ‘What makes
computer games fun?’. He went on to ask ‘How can the same things that make com-
puter games captivating be used to make learning with computers more interesting
and enjoyable?’. Around the same time a range of research and development was
under way by people like Burton and Brown (1982) into educational games such
as ‘How the West Was Won’, a.k.a. ‘West’ (cited in Collins, 1988). As can be seen
from Fig. 22.3, despite limited graphical multimedia capabilities, interactive and
‘intelligent’ educational games were possible as far back as the 1980s.
The West game offered a lot to the student learner, including an interactive
‘snakes and ladders’ style game, where each player tries to reach the final ‘town’
(end of the board) first. Each player chooses mathematical operators to combine
the three numbers provided by the ‘spinners’ (top right of the screen) to achieve
either the highest number of steps possible, or sometimes more strategically, to
land on a specific position to benefit from bonus steps. In addition to providing a
serious game, the West system also provided a ‘cognitive coach’, which analysed
Fig. 22.3 Screenshot of game ‘How the West Was Won’ (from Burton and Brown, 1982,
reproduced by Collins, 1988)
22 What Computing Students Can Learn by Developing Their Own Serious Games 461
each player’s strategies, and gave them timely ‘hints’ after poor moves, suggesting
a strategic combination of numbers the student seems unaware of, and offering them
the chance to retake their turn to implement the recommended strategy.
Much of the educational theories and techniques built around Vygotskian social
constructivism assume (a) young children are the learners and (b) a human teacher
is observing, interacting with, engaging in dialogue with the leaners. Serious games
may be targeted at older children or adult learners, and in many cases serious
game may be designed for such learners to work alone. This raises the question
(challenge!) of how to embed the positive benefits of scaffolding and social con-
structivism in e-learning systems without an active, present, human educator. One
direction e-learning researchers have followed is that of ‘intelligent tutors’. It should
not be forgotten that computer programs can do much more than simply facili-
tate game play by users (students). As previously described, the West system also
offered a form of coaching. The computer’s modelling of student beliefs (and per-
haps misconceptions) allows for a wide range of rich interactions and interventions
between computer system and user. Such ‘intelligent tutors’ can be explicit in their
interactions, or the intervention may not be noticed by the user (student). Examples
of explicit learning interventions by intelligent tutors can take many forms, for
example, recommendations of how pairs of students might work together on a range
of topics, based on analyses of their respective strengths and weaknesses in their
learner models (Bull and Smith, 1997).
Vygotsky writes about the importance of intersubjectivity – the shared
understanding between teacher and student – as important for effective and appro-
priate cognitive scaffolding dialogue interactions. The application of Artificial
Intelligence (AI) techniques from the field of User Modelling to educational set-
tings is generally termed ‘Learner Modelling’, and involves the computer system
attempting to create an accurate model of what it believes the student ‘knows’,
and/or a record of the actions, utterances and problem solving strategies the stu-
dent has applied within the e-learning system. Achieving shared understanding
is a challenging task for humans teachers,3 as nicely illustrated in Verenikina’s
(2003) case study about a trainee teacher ‘Marcia’, who attempts to scaffold without
fully achieving intersubjectivity first. However, any e-learning system’s computer
‘tutor’ will need to create and maintain an accurate learner model on which to base
effective intervention decisions. While AI has progressed in many directions over
the last few decades, computer dialogue and learner action history analysis is a
complex challenge, and reliable results are beyond computer programs except for
simple analyses. Once approach to address this problem is through the approach of
‘inspectable’ learner models. An inspectable model is where the e-learning system
3 In fact some intelligent computer systems have been developed specifically to assist human
teachers in designing how to apply or embed pedagogic and andragogic (Knowles, 1970, cited
by Davenport and Davenport, 1985) theories for particular scenarios. For example see Smith et al.
(2004) for an example of an intelligent system that guides educators through a process of anal-
ysis and advice for planning how to design educationally effective dialogue elements in learning
situations.
462 M. Smith
reveals its learner model to the student, and the student is able to identify (what they
believe to be) inaccuracies in the model. There are various approaches to resolve dis-
agreements between the e-learning system’s learner model and the student’s beliefs
about their own knowledge and actions. Such interactions about the inspectable
leaner model results in the student engaging in reflective metacognition – which
itself helps students take an abstract step above the specific problem at hand, and
can help lead to advances through their Vygotskian ZPD. Brna et al. (2011) have
been investigating various approaches to the use of learner models to promote reflec-
tive metacognition in learners. More specifically Bull et al. (1995) have investigated
inspectable learning models, and how students engage in highly reflective metacog-
nition when interacting with a system and its beliefs about them; and of course the
system then has a more reliable model of the learner’s knowledge and strategies, on
which to base educationally effective interventions.
is intended, they are to learn the domain (D1) of the goal of the serious game
(for example, children to learn about road safety). Mäkila et al. argue the ben-
efits of game development to computing students. The goal of requiring com-
puting undergraduate students to develop computer games is not specially that
their game development skills improve (although of course they do), but the
desirable ‘side effects’ that result when students go through and complete the
process of game software development projects. Such benefits include (Mäkila et al.,
2009, p. 7):
• Synthesis of many skills required (‘mixing pot for various study subjects’)
• Pragmatic teaching approach – students learn advanced issues when they have to
apply them to a project they are working on, as opposed to trying to learn about
issues theoretically
• Student motivation – real game projects motivate students much more than trivial,
non-challenging software projects
• General applicability – since game development is one of the most challenging
software development domains, what students learn developing games transfers
to many other domains of software engineering, especially multimedia soft-
ware development, which has become very important in most modern computing
systems
• Visible results – the game software ‘product’ makes demonstration of student
achievement visibly explicit, for example in terms of whether requirements have
been met and the quality of their decisions and solutions
The benefits of the last item above (Visible Results) should not be underestimated.
One key challenge when educating undergraduates is helping them learn to criti-
cally reflect and evaluate their own work (ideally before submitting a final version).
Such critical evaluation is part of the culture shock for students progressing from
second-level to third-level (undergraduate) studies, since simply ‘doing what was
asked’ no longer becomes unambiguous or sufficient for high grades. The issue
of developing a serious game brings the targeted end-user (a student learning D1)
explicitly the attention of the computing student development team, and they begin
to see the need to think about, model, evaluate in the context of, the D1 students
for whom the serious game is intended. Questions such as ‘What is the goal of this
software?’ and ‘How well does this system produced meet its goals’ naturally are
framed in the context, and with explicit references to the end user student. The result
is (hopefully!) a rich and abstract dialogue, both between the students themselves,
and between computing lecturer and computing students.
In addition to issues of the design and evaluation of the product (the serious game
software system), issues about the processes involved in the software development
project arise. A single student working on a simple software project (e.g. write a
computer program to find the mean of a set of numbers) raises few (if any) issues of
project lifecycle stages, planning of project stages, estimation of the duration of task,
measurement of actual project progress against a project plan etc. However, a team
of computing students, working over 4 or 5 weeks on a large software project (e.g.
464 M. Smith
a serious game), raises all of these issues. Most computing degrees include some
learning and assessment about software project management, theoretical ‘life-cycle’
models, and perhaps even some theory about teams, leadership, and the documen-
tation and chairing of meetings. An EBL approach whereby a team of students is
given a major software development project suddenly ‘situates’ such project man-
agement concepts in the real world. Previous theory-based teaching and learning
about projects and teams appears not to be sufficient, and, as highlighted by Savery
(2006, p. 15) ‘significant instructional scaffolding’ is required to support students
entry into EBL teaching and learning situations.
This case study is based on a final year (year 4) BSc (Hons) Computing one-
semester subject in game development. The course involved students working in
teams (of 5 students per team) to design and develop two interactive 3D computer
games. The first game was a serious game, over a period of 4 weeks. The second
game was an entertainment game, over a period of 6 weeks. The teams were hetero-
geneous, in that they each included students with different computing backgrounds
(due to a set of visiting overseas students during that academic year, as part of an
EU Erasmus student-exchange programme). Figure 22.4 shown a screen from one
teams’ serious game – the aim of this game was to help a college visitor or new staff
or student member learn the layout of a campus building, and be able to locate a
particular room or staff office location, or room type (e.g. where is Mr. John Doe’s
office, or where are the toilets on this floor).
The more technically sophisticated solution (involving real time ‘path find-
ing’ from visitors location to desired room) was clearly less user-friendly than
the other team’s ‘hard-coded’ solution, which offered much smoother camera fly-
throughs from the building entrance to each room. The specification of what was
required clearly highlighted the need for the final system to be easy to use by
non-technical people, and so (upon reflection) the student team offering the tech-
nically more advanced solution conceded that their solution included flaws in terms
of user-friendliness.
Students were asked to complete anonymous feedback forms having completed
the subject. Since student numbers were small (one group of less than 20 studens),
and the number of returned forms was smaller (less than 10), the results cannot
be used quantitatively, however, some interesting reflections emerge, that might
motivate a detailed future study. Questions were asked about a range of issues
relating to the course:
• Q1: all but one student indicated that they were more confident about working in
teams
• Q2: all students indicated they emerged from the experience with increased belief
of the importance of management for computer systems projects
• Q3: all students indicated they emerged from the experience more confident about
being part of a computer systems development team in the future
• Q4: all but one student indicated they emerged from the experience more con-
vinced about the usefulness of holding and documenting regular meetings of
software development team members
• Q5: all but one student indicated that they felt that they had achieved more than
they would have working individually in traditional teaching/learning mode
• Q6: student views were approximately equally spread between agreement and
disagreement with the statement ‘the Problem 2 task was less focussed than the
Problem 1 task, because the Problem 1 task was focussed on helping the user
learn something’
From these answers, in general students seemed to benefit from the EBL and situ-
ated software development outcomes hoped for in the design of the course. The split
of answers to Question 6 about whether the serious game task was more focused
than the entertainment game (problem 2) suggests either that the benefits of set-
ting a serious game were not achieved, or that students were not aware of any of
the benefits of tackling a serious game. The very fact that the issues of usability
were conceded would suggest that students certainly took on board issues of the
final user in terms of the evaluation of the effectiveness of their submitted software
system.
Figure 22.5 illustrates one of the ways in which a serious game makes explicit
issues of usability and software quality evaluation. The figure is a screenshot of
the game, in which the user has requested guidance to find a particular room in a
466 M. Smith
building. The game system used a path-finding algorithm to create a path from the
user’s current position in the building to the desired location, and indicated the path
with a sequence of connected coloured straight lines, for the user to follow using
the first-person controls (mouse and keyboard to select direction to move). In the
figure we can see path of the generated path from as the striped line from the bottom
right corner into a wall to the right of some double doors. We have added the arrow
to the screen shot, to help indicate the weaknesses of this suggested path, since
the arrow indicates where the recommend user path to follow travels through the
wall, rather than through a door! Although the sophistication of the real time path-
finding algorithm was a good demonstration of understanding and application of
related degree subjects in Artificial Intelligence and computer programming, clearly
suggesting a path through a wall falls down in terms of the quality of this serious
game to help a user find the route through a building to locate a particular room. The
student team submitting this serious game were happy to admit, once it was pointed
out, that this was a weakness of their solution compared with less sophisticated,
but more correct and user friendly alternatives. While it would have been nice for
the student team to have undertaken their own game evaluation, and come to the
same conclusions (and addressed the problem), this case study still demonstrates
how having a serious game as the deliverable for students to construct, provides a
clear framework in which general dialogue and quality evaluation metrics can be
discussed and argued within. Whereas, were the game for entertainment rather than
educational purposes, trade-offs between usability could have been argued versus
the ‘added-value’ of dynamic path-finding in the game-playing entertainment user
experience.
22 What Computing Students Can Learn by Developing Their Own Serious Games 467
The potential (for games-based learning) is huge and remains largely untapped. For exam-
ple, in educational applications alone International Data Corporation, the IT market research
company, predicts that about 40 per cent of the US corporate e-learning market will use sim-
ulations by 2008 and estimates the market will be worth $10.8bn (£6bn) by 2007. (Financial
Times, 2005)
Therefore, if would seem reasonable to argue that yet another benefit to computing
students of learning to develop serious games is that it is becoming (or has perhaps
now become) a legitimate business computing career.
4 Although despite this recommendation for a more traditionally ‘taught’ component, all students
succeeded in ‘picking up’ the new technology in the EBL structure, and all students achieved a high
standard of work and learning by the end of the semester. Their argument was perhaps more one
of the individual student time required to learn in the EBL structure, rather than its effectiveness.
468 M. Smith
• did not know the ‘safe cross code’ (the nationally advertised song and procedure
for how to safety cross the road),
• remembered little after the session (except the fun ‘ninja’ cartoon outfit),
• did not understand WHY some answers were right or wrong (for example, why
a jacket with highly reflective strips around the arm, waist and diagonally across
the shoulders front and back was the ‘correct’ clothing to wear when walking
outside at night)
As a direct result of the evaluation, the crèche staff immediately began an edu-
cational programme to teach the ‘safe cross code’ to the children in their care;
since they too were surprised that these primary school attending children had not
learnt this road safety message already. The student serious game development team
then had useful feedback to take back to their project, resulting in several design
improvements to take on board what they had learnt.
This case study demonstrates how the EBL approach of asking teams of students
to tackle a complex, real world problem, encourages them to accept the challenge,
engage with the task and become the ‘problem seekers’ that demonstrate the kinds of
independent learning third level education aims to promote, and potential employ-
ers seek in during their interview processes. This group of students investigated
software and game development life cycles, and found the importance of proto-
typing, and evaluation. In computer games development a core concept is that of
‘play-testing’, for example see Fullerton (2008, chapter 9, Playtesting), and Schell
(2008), chapter 7, The Game Improves Through Iteration).
Taking a serious games approach to education, we can look at one of the findings
from the storyboard evaluation, and see how an identified educational goal might
be achieved through a serious game. One finding was that some children did not
understand WHY some answers were right or wrong for questions relating to what
kinds of clothing to wear when going outside. The educational goal in this case is to
help the children learn several relationships between different things they wear and
how easy (or not) it is for others (especially road users) to see them under different
lighting conditions. Several rules would seem to suggest themselves that we would
want the children to learn:
This case study is based on informal analysis and reflections from a recently taught
multimedia programming undergraduate one-semester subject. In addition to other
assessment methods, each student was required to choose an original project on
which to work, and were given the choice of the design and develop either an enter-
tainment game or a serious game. As part of the introduction to the subject students
had explored and extended several simple examples of each type of game. The game
project contributed 50% of the grade awarded for the subject (based on a combina-
tion of software quality, documentation quality and demonstration-defence to the
lecturer), and the duration of this project almost the entire semester (12 weeks).
5 The author believes that this is an original game idea. A search revealed no similar safety-oriented
games. One game ‘Costume Quest’ (THQ, 2010) involves children dressing up to go trick-or-
treating, however, this is an entertainment game, and the only safety aspect seems to be having to
put on a safety helmet at a building site location.
22 What Computing Students Can Learn by Developing Their Own Serious Games 471
Two young teenagers (aged 12 and 14, nephews of the author’s wife) showed
great interest in the author’s Unity 3D (Unity Technologies, 2011) game editor
when he was working with a 3D car driving game. Although neither study-
ing computing, nor ever having written a computer program, after 5 minutes
introduction, the teenagers were happily editing various physics parameters (e.g.
superfast top speeds, half normal gravity, superfast breaking and acceleration)
to give their car interesting behaviours. Many introductory computer program-
ming courses for first year undergraduate computing students start very gently
with ‘hello world’ text display programs, however, as this anecdote demonstrates,
motivated students are happy to dive straight into physics computer code (for exam-
ple, Unity JavaScript and C#) when it supports their ability to change and gain
control of a fun 3D game. As Kafai (2006) points out, many modern computer
games provide ‘level editors’ and even ‘character editors’, and so game play-
ers are beginning to become modifiers and creators (i.e. designers) of aspects of
the computer games they play. The use of ‘modding’ existing games rather than
coding computer programs from scratch, for undergraduate students, has been sug-
gested and described by previous researchers (for example see El-Nasr and Smith,
2006).
The following is a proposed progressive sequence of game related activities,
that could be the basis for an educational programme for K-12 students, and even
first year undergraduates, to bring students from no previous programming or game
development experience up to the level of being able to design and program their
own complete games from scratch. This is partly due to the recent availability of
powerful and sophisticated GUI-based game development systems such as Unity.
The suggested progression is as follows:
22 What Computing Students Can Learn by Developing Their Own Serious Games 473
K-12 students are computer literature. More than that, they are perhaps the first
generation to accept, and event expect, to be able to modify and ‘personalise’ the
474 M. Smith
computing ‘spaces’ they visit online (Chatfield, 2010, p. 154, quoting Wortley,
Director of the UK’s Serious Games Institute, see also Champion, 2011, p. 38, and
Prensky, 2006, chapter 16). The proposed progression attempts to support this con-
fidence (self-efficacy) of digital personalisation (changes that are purely cosmetic)
through to modding the game environments (new objects with new behaviours),
incrementally assisting the student as far as they wish, or need to develop. As El-
Nasr and Smith (2006) discovered, students through modding can create new games
with very different experiences and behaviours from the original (for example,
pp. 5–7, they describe students who created Tertris and football games through mod-
ding of the Warcraft III first person shooter game engine!). Kafai (2006) describes
the benefits to students who creates games to teach younger children mathematics
operations on fractions.
There is a further domain of learning, an abstract level above that of the students. As
lustrated in Fig. 22.7, the higher education teacher is learning (or improving their
learning) of teaching computing students. Ramsden’s book is entitled ‘Learning to
teach in Higher Education’, and its message it that we don’t know the implications
of our teaching actions unless we take the effort to investigate them. Since who we
teach (our students) and, although perhaps more slowly, what we teach (our aca-
demic disciplines) are changing over time, then we must continue to actively reflect
and ask questions about the actual results of our teaching. He concludes ‘. . . a recog-
nition that today’s knowledge, however valuable, represents a partial and transitory
perspective on reality. It must, like its progenitors, be superseded’ (Ramsden, 1992,
p. 267).
We would strongly support Ramsden’s proposition that ‘. . . education will benefit
if those who teach enquire into the effects of their activities on students’ learning’
(1992, p. 5); and it is that light that the review and investigative work in this chapter
has been undertaken.
22.14 Conclusions
We have made an argument that there are many advantages to the setting, or at
least offering, computing students’ software development projects with the goal
of their designing, developing and evaluation of serious games. One set of advan-
tages are the computing science demands of serious games, in that students must
apply and demonstrate a broad application of computing concepts and skills to
successfully create a high quality serious game. A second set of advantages relate
to student motivation; we have explored several different reasons why some stu-
dents prefer to choose to develop a serious game, rather than an entertainment
game. A third set of advantages are those resulting from an EBL style of learning,
whereby teams of students improve project management, planning and commu-
nication skills, as they work together on a complex problem, and communicate
their work and results to each other and to teachers. Kafai’s discussion of con-
structionist approaches to student game making defines ‘technological fluency’ as
involving ‘not only knowing how to use new technological tools but also knowing
how to make things of significance with those tools and most important, develop
new ways of thinking based on the use of those tools’ (2006, p. 39). This is the
outcome for computing undergraduates that motivates the work described in this
chapter. It should be noted, however, that the EBL-style teaching, learning and
assessment methods described in this chapter required significant staff training,
and development of additional learning resources (on teams and team leadership,
project management). To date running and assessing such classes in EBL mode,
while educationally satisfying, continues to be much more work for the teaching
staff involved than traditional lecture-exam approaches; and with ever increasing
demands for college ‘efficiencies’ the long term benefits to students are under threat
due to short term budgetary and workload decisions by governments and educational
institutions. If society wishes to benefit from innovations in teaching and learn-
ing, it must accept that there may be additional costs associated with the additional
benefits.
476 M. Smith
The degree of artistic and engineering knowledge about computer games, and
educational computer systems, appears to be coming of age, from hit or miss quality
of individuals in the early days of the field, towards the development of structured
approaches and a vocabulary and critical framework for the quality and catego-
rization of such systems. There seems to be a great potential for improvement of
the school learning experience (i.e. building upon analyses such as Schell’s ‘inter-
est curves’). The promise of what serious games can offer is that, hopefully, in
the future, the quality of learners’ experiences will be closer to the enjoyment
and interest they have with challenging computer games, rather than the rather
lower enjoyment of traditional chalk-and-talk memory and regurgitation classroom
teaching methods – why cannot most of our children’s learning experiences be
‘fun’?
In a recent conversation (Smith, 2011a) a final year computing undergraduate stu-
dent spoke about the difference between a recent job interview (during their fourth
year) and an interview the previous year. The student explained that in both inter-
views they had been asked to talk about their experiences of working in teams. The
student explained how much more he had to talk about in his second interview,
and how interested the interviewer was, because of his experiences of working
in a heterogeneous software development team in a computer game development
EBL structured subject. This student went on to state that since team-working skills
seemed important to every job he was applying for, he recommended that final year
computing students’ year-long projects be pair- or team- based, again to give stu-
dents more experience of large scale software projects and teamwork, both for the
lessons learned and also as content to write about on their CVs (resumés) and to talk
about during job interviews.
One contribution serious games are making to the entire field of computer games,
is to explicitly demonstrate potential positive benefits to users of computer games
(i.e. educational gains). Another contribution is that, since many serious games are
aimed at supporting adult learners, they contribute evidence to society that games
are not just for kids. Finally, given societal acceptance that worthwhile and non-
trivial benefits can result from players of serious games, arguments for worthwhile
and non-trivial benefits from other kinds of games (or games not labelled ‘seri-
ous’) become much easier to make and to communicate to society, and to the
decision making groups within society such as the legislators. Of course, Koster
(2005) maintains the argument that all games are serious, it’s just that what user
learn from games may or may not be intentionally aligned with some educational
curriculum. . .
Frasca states his goal as to ‘provide a framework for understanding . . . how play-
ers construct meaning while playing games’ (2007, p. 20). An argument can be made
that in order to develop effective serious computer games, the fields of ludology and
game studies need to be supported and to progress, since serious games developers
wish the change that occurs when students player serious games to be (in entirety,
or at least to include) the desired educational outcomes motivating the development
of the serious game in the first place.
22 What Computing Students Can Learn by Developing Their Own Serious Games 477
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Learning in the 21st century has changed. The motivation for learning has changed.
30 years ago people were aspiring for production line environment; a vision which
accounted for stability, for all things known and planned. Now society in general is
aspiring for work which hasn’t yet even been invented. Whereas some time ago,
employers were happy with people struggling along a linear productivity chain,
now employers have recognized that creativity, innovation and lateral ideas are
some of the ingredients for a successful enterprise. Society hungers for people who
can imagine, and who can think of problems and consequently plan for adequate
solutions before they arise.
Society is no longer the product of the mass evolution. Every individual within
society has a voice and wishes to carry that voice far and away, striking a meaningful
chord somewhere – loud enough to achieve a ripple across the community. And yet,
we are still stuck in an educational system which might preach ‘Future’ but which
does otherwise. So where have the changes started? How did we get here? What are
the main drivers which predict specific behavioural changes and most importantly
where is all this going to lead us?
These questions are rather generalised variations of some of the philosophical
underpinnings grounding our society values. However we want to attempt to trace
the changes back to when they started having a significant impact the way society
learns and interacts through a communication process. We are viewing this process
in light of elements which are embodied in the fundamentals of entertainment and
adapt these to 21st century learning skills.
If we were to propose a definition for ‘a digital game’ to someone with no
pre-defined knowledge of what a game is, we might encounter an extraordinary
challenge in trying to explain the intricate nature of the cognitive mesh of emotions
and behaviour which are stimulated in humans owing to the technical foundations
V. Camilleri (B)
University of Malta, Msida, Malta
e-mail: [email protected]
and the heuristics which hold the game structure together. We might try to give a
definition to a game such as an activity which one engages in, and which produces
diversity or amusement; but that is really not being very accurate and rather quite
vague. So once again in order to provide an answer we need to ask questions, such as
‘How are digital games being represented? Who are THE gamers today? What are
the essential elements that drive games in today’s ever-increasing parallel domain
which so frequently runs in parallel to real life?’
When we speak of games there are many different genres and so many forms
of expression within the games. For the purpose of this chapter, we have decided
to focus mostly on Massively Multiplayer Online Games (MMOGs) and Massively
Multiplayer Online Role Playing Games (MMORPGs) to attempt a characterisation
of the components which make them so popular in an attempt to design similar
social interactive games for learning and education.
This chapter will first look at elements of social learning in relation to a number
of learning theorists. These elements are most often viewed as the raw building
blocks of complex learning systems where communities of practice play a vital role.
The aim is that of introducing the concepts of social interactive systems before we
look at games, and most particularly MMOGs and MMORPGs and thus merging the
two to come up with common elements of design which are of particular importance
to the motivation factor in learning decisions.
This is also in line with other more modern theories of learning based on
fundamental social models. According to Nonaka and Takeuchi (1995) knowledge
is built internally through social and shared experiences and it is then externalised
through various forms of expression. Traditionally many learning theories were built
around the notion that the gain of knowledge should be focused solely on the learner
and that’s when learner-centered metaphors gained more momentum. However it is
certainly not the case for many of today’s research trends, where even Personalised
Learning Environments (PLEs) are seen as more than just dependent on the learner
represented as an isolated cell. Learning, in these instances, occurs as a just-in-time
activity built around similar shared experiences, interactions and relations – some-
thing which the traditional online environment represented by learning management
systems most frequently does not seem to sustain. Other social learning theories
which impinge on the actual meaning of learning which occurs as a result of an
activity which is based upon sharing and collaborating with a number of individ-
uals, use externalised frameworks to help shed light on some of the complexity of
the learning implications within these theories. One such theory, the social presence
theory, explains the important role which media plays in influencing community
concepts and interpretation of the facts – the Time, Interaction, Performance theory
(TIP) (Chou and Min, 2009) then uses the same media concepts to explain how facts
acquired and influenced by media in a community are then translated into knowl-
edge. This is especially interesting when viewed from the perspective of games and
gaming when one tries to analyse the various social media online games, as well as
other forms of digital games and the popularity which has been gained through the
environment which facilitates such interactions.
Previously we explored the concept that Social learning occurs within a community
setting or environment, and now we wish to reflect on the dynamics of learning
within a community. Lave and Wenger (1991) followed in Vygotsky’s steps by
elaborating more on the processes through which individuals use the ‘communal’
knowledge to construct their own meanings and interpretations of the world around
them.
Wenger (1998) defines communities of practice as a group of people, engaged in
a common activity sharing common denominating factors which will lead them to
accomplish a common goal. According to Lave and Wenger (1991), knowledge is
not actually something which is inherent and which belongs solely to the individual.
It becomes more of a shared practice so that learning becomes a participatory pro-
cess lying at the core of the community into which the activity is spun. When one
tries to apply this theory to multiplayer online games then it all starts to make sense.
All the forums, wikis, and blogs which exist and which discuss THE one individual
game, all aim to set up a community – and learning is an activity which is churned
out from this community. Now if we try to put this theory into context we can see
newbies entering the multiplayer online game, and they go through the process of
484 V. Camilleri et al.
any of the complexity theories which may impinge on the setting up of communities
of practice. Indeed external factors such as culture, time and space may play an
important role as well as the ease of emergence of the learning community in a
context which allows flexibility in the design of the structure utilised to achieve the
common goal. One aspect of this goal is to instantiate happiness and pleasure in
sought after experience which contributes to the overall positive rapport within the
same community.
In the previous sections, we have mostly looked at the social experiences which
impinge on learning. Recent trends have implied that social experiences are often
conducive to fun, and that most often entertainment happens in groups – never in
isolation (Papert, 1998). This led to a huge spark in research in education with trends
moving towards the direction of digital educational games, hitting at some past dis-
astrous results. A few years ago, digital games which were included in the classroom
practice were thought of as boring with activities mostly of the type drill and prac-
tice (Gee, 2008b). A recent, as yet unpublished study held in one of the schools
in Malta, has shown students aged 15 who classified themselves as gamers, pre-
ferring to opt out of having games as part of their classroom practice, indicating
as well that games should be played at home and not in the classroom. Of course
these indicative statements do not come without the pre-required eyebrow-raising
retributions which would demand explanations of such bland statements. If games
are equivalent to fun, but the educational games we are designing have this perma-
nent stigma that they are so boring that individuals would rather do without them
than having to go through them, then we are seriously (no pun intended) bungling
our jobs.
The questions we need to start asking ourselves, are more of a logistical nature.
We now know the common elements which make up a game, or more precisely a
digital game, and these are the agglomeration of experiences, which lead to a change
in our emotions, thus helping us express ourselves in a manner which offers us some
form of entertainment (Michael and Chen, 2005). But do we know the tangible
elements which bind together the most popular games on the planet? Which are
the most common games on the planet in the 2011 era, and why? By far the most
spoken about, with the largest wiki in the world related to one specific subject is
the MMORPG World of Warcraft (2011), but that doesn’t mean that the first person
shooter game, Call of Duty – Black Ops, or Halo (Gamespot, 2011) is lagging far
behind.
One common denominator which we are looking for in our quest for games
design is the social factor. We want to bring out the element which has its impli-
cations in online learning and merge it with the elements which are primarily bound
to games, provided that the common factor remains the social dimension. We can
therefore categorise games which are denominated by the social instances, under
three broad headings.
486 V. Camilleri et al.
gamer. Education games may have different categories, including drill and practice,
frame games, and mini games.
The other broad heading which merges the social element with the games refers
to the social media games which have added on to their rise in popularity through the
phenomenon of the growth of social media networks such as Facebook. Amongst
the most popular social media games currently according to the Baribeau (2011),
one finds Cityville (with an astounding 21,270,2411 daily active users) followed
closely by Monopoly Millionaires topping the charts, as well as games such as online
Scrabble and Yoville, a lightweight virtual world game, both played through the
interactive multiplayer features offered by the social media platform, Facebook. Car
Town, another game built and designed around social mechanics, reported gamers
enjoying ‘the competitive nature of racing cars against [their] friends’ (Baribeau,
2011).
Although games such as Farmville (average of 50 million monthly active users
(Mack, 2011)) and Cityville can be played at the individual level, the feature which
makes the gamer more successful at the game is his/her ability to acquire resources
and help from his/her ‘neighbour’ via Facebook. Thus one would receive a number
of messages of friends who enlist the help of other friends in order to acquire a new
patch of strawberries, cattle or other farm-related provisions as well as build new
roads or a brand-new town hall.
One very interesting feature which emerges from the popularity these games
have acquired lies in their astounding simplicity. Games such as scrabble have been
around for ages, people have played them in the comfort of their own homes, on
the sofa, with family and friends. Now these games are accessible anywhere any-
time as long as you have an Internet connection, and what’s even more important is
that no one needs to learn new rules of the game. And who wants to play against
a computer when one can measure up to one’s friends across the social network?
Therefore the recipe of success of these social media games may be attributed to
three major criteria: simplicity, accessibility and connections with friends. Another
simplistic feature is the ease of play or lack of determinate skills needed to play the
game and play the game with a degree of success. Gamers report that amongst the
most important skills one needs to show is patience and perseverance, as well as
abiding by the time-based rules which are imposed by these social media games.
Most often activities associated with social media game boomers such as Farmville
and Cityville are those of waiting for the assets to mature, whilst tending to them
at the click of the button. This increases accessibility of the game extending it to
all levels of abilities removing barriers associated to age, physical impairments and
gender. It might be interesting to observe the number of males versus females which
such games attract. Although the discrepancy expectancy might differ we might be
treated to some pretty surprising statistics.
1 Figures as registered through the Inside Social Games metric service on the 3rd March 2011;
Available online: http://www.insidesocialgames.com/.
488 V. Camilleri et al.
We have interviewed a number of gamers, all aged in 18–20 who have pocketed
their fair share of hours at gaming and the first question which we asked was directed
to THEIR definition of a game. In their opinions games are activities which are fun
to do – nothing too complex about the matter – youths today want to do something
fun which they cannot do in reality. And in their own words, games, when fun to
pursue and when used as social activities become addictive – playing no longer
becomes a secondary choice, it becomes the main focus. McGonigal (2011) in her
search for this answer to explain this ‘mass exodus’ as more gamers are joining
the ‘virtual’ reality and are finding refuge in a world which is parallel to the one
which we inhabit, also corroborates this version of the definition of games. Although
there are many multiple facets to games, and these include rewards, competitions,
virtual environments, photorealism, and graphics what makes a game enticing to
many gamers, is this ‘voluntary participation’ which helps them consciously decide
to join a community with specific goals, using set rules and receiving feedback.
The gamers we interviewed were very adamant on stressing the importance of
multiplayer features – it is an element which many in their community look for.
People are no longer interested in playing AI, people want to measure up to people.
People want to share, to communicate, people want to be immersed but they don’t
want to do it alone. That is the power which multiplayer games have invested in.
It has to be observed that a few years ago video and computer games exhibited
essentially single player modes where the gamer had to measure up to the com-
puter’s artificially inserted neurons. These digital games enticed with their graphics
and interactivity, possibly captivating their audience with the levels of challenge
which were adapted according to the levels of ability achieved – all done solo. The
way digital games have been evolving is that they are now transforming the digi-
tal game from an instrument of perceived isolation into a medium for socialisation.
This evolution hasn’t necessarily created a mutant which has removed the essen-
tials of what made games work in the 1980s (McGonigal, 2011) but it has kept the
characteristics which offer the gamers enough challenge in order to keep them to
the edge of their capabilities – that thin red line that exists between ‘too easy – too
difficult’ – Csìkszentmihàlyi (1991) describes this as the ‘flow experience’, or rather
an experience which makes the gamer feel extremely good – thus inducing him to
want more.
The game experience is therefore triggered when a gamer knowingly and volun-
tarily accepts to partake in an operation with set rules, which are standardised for
the community – whether he/she decides to socialise through the game then that is
up to the preference of the gamer. So we’ve got statistics – plenty of huge figures
that show that people are game to the Game (pun intended). According to a report
from the Entertainment Software Association (2011) the average adult gamer has
been playing video games for the past 12 years with an amazing figure of 64%
of gamers who choose to play games with other gamers in person. Mary Ulicsak,
Martha Wright and Sue Cranmer from Futurelab (2010, p. 5), as per this report,
have asserted that video gaming is indeed bringing out the potential of getting more
families together in an environment which is fun to share amongst all family mem-
bers. This report also shows figures for top selling video games in 2009, with games
23 Social Interactive Learning in Multiplayer Games 489
like Call of Duty and WII games topping the video game charts, whilst The SIMS,
World of Warcraft, and Spore, topping the computer game charts. All of these are
multiplayer games, fostering collaboration and strategy building.
McGonigal (2011) elaborates more on these facts and figures, and in answer to
her previous question on the people’s quest for happiness she mentions one very
important aspect which lies at the very core of the matter. Our gamers mentioned
it indirectly and it seems so obvious when you think about it. Ever since the birth
and the ascent of man, our species have evolved as social animals – the sense of
belonging swathing them in its warmth. So when a world tragedy or disaster hits,
then the rest of the world population feels the need to step in and fulfil a purpose
in its role as a member in the global community. The gaming experience triggers
all these emotions and places them in a virtual environment – what is unreal at
the individual level becomes real, people can really start helping to save the world,
albeit if it is a virtual one and that is what makes this experience truly unique.
something which is not only embarrassing in itself but also a cause for demotivation,
inside the realm of the video game it is seen as a necessary measure in order to rise
up to the challenge and move to another more complex level – and what adds fun
to it is that ‘you can even get the support of your friends’ (Gamers, anonymous,
(2010, November) Personal Interview). That in itself is a fantastic mirage, because
so much educational research and learning theories have been dedicated to the quest
of coming up with solutions, ideas and tools to be able to do this. And now we can
see that this is already being done in these video games.
So, what’s next? The video games are already on the market and inside the peo-
ple’s homes. Their characteristics can somehow be identified as well. The learning
also seems to be happening because according to researchers, such as Barab et al.
(2009), Aldrich (2009b), Charsky (2010), Hayes and Games (2009), video and com-
puter games imply the kind of social and collaborative learning on which most of
the learning theories which we have discussed above seem to be based upon. What
seems to be missing is the context – applying curricular design and practice to the
digital games, and we believe that we need to create the right context ourselves.
We also need to design this context in the frame of mind of our audience and that
means we have to target the right users for the specific game. Oblinger (2006) warns
against designing games which might not be effective, and which might not really
target the needs of the audience WITHIN the educational realm. We cannot produce
a game just because games tend to be effective. There are so many of these games
and most are not successful. It is only a few which make it to the top.
So the first principle of good game design is DESIGN with PEOPLE in mind.
We will design games for an audience and therefore we need to talk to the audience
to see what they really want.
The second principle of game design which Aldrich (2009b) mentions is that of
thinking BIG when designing games – one thinks big in terms of skills and not just
content. Creating a game in which the gamer is subjected to seeing a screen adding
up numbers, might not be the right product for a teenage audience – for audiences of
any age come to think of it. Skills such as adaptation, learning to survive, and apply-
ing real life models are big skills which many people have to use in real life. And
what’s even nicer is that in the gaming world these skills are still being mirrored.
We see the concept of adaptation emerge in WoW or SuperMarioBros amongst the
top popular games which struck gold in 2010, learning to survive in Call of Duty,
Halo and WoW. Applying real life models seems to have struck it big with Farmville
and Cityville, despite the extremely simple game playing skills needed. Aldrich also
mentions applying economic, value and governing models, budgeting, communica-
tion, conceptual dead reckoning, and conflict management, all represented in games
such as Civilisation IV and V or EVOKE.2
The third principle which struck a chord with Reeves and Read (2009) is that
of DESIGNING the game design. ‘Games are not meant to just happen’. . . gamer
2EVOKE was developed by the World Bank Institute, the learning and knowledge arm of the
World Bank Group, and directed by alternate reality game master Jane McGonigal. [Online]
Accessed 2001: http://blog.urgentevoke.net/2010/01/27/about-the-evoke-game/
23 Social Interactive Learning in Multiplayer Games 491
conflict preventions, the design of Mods (customisable elements of the game user
interface), the continuous feedback ensure that the gamers’ experience is both
unique and at the same time encapsulated within the game parameters.
In addition Reeves and Read (2009) also included 10 key ingredients in their
lists of what makes great games. We have adopted these and got the educational
paradigm to fit into these. After all, we have already concluded that digital games
are already applying the basic learning theories.
1. Self Representation; many games and worlds use self representation embodied
in an avatar; gamers are required to have this character alter-ego which can be as
realistic or fantastic as the rules of the game allow. In this context, it is this alter-
ego that has to make decisions, and most often gamers report, a kind of symbiotic
relationship with this avatar who has to survive and succeed in the game.
2. 3D Environments; our gamers have in fact stated that they play games to do
stuff which cannot be done in reality. In education there are many instances when
the context and the environment doesn’t permit the physical manipulation of objects,
or time or space. For this reason, simulations and role-playing in games, would do
a wonderful job of fulfilling the need of the gamer to reach more fantastic levels as
the game proceeds.
3. Narrative: de Freitas and Oliver (2006) describe the concept of using narra-
tive in an educational context, in a way which allows for immersion into the game.
They describe this as ‘Diegesis’ which is represented very clearly when watching a
movie. When the movie is narrated the audience sees the movie from the external
thus not really partaking as one of the characters. When the movie becomes the nar-
rative or the story, then the audience moves towards immersion. In the educational
context, the authors surmise that this becomes a very critical factor in supporting
the ‘reflective’ process of learning. This, we believe to be the distinguishing trait
between mere presence in the world vs. education in context. de Freitas and Maharg
(2001) discuss the transformation of learning in the digital age as a reconstruction
of learning in terms of experiences and apprenticeships – becoming immersed in the
narrative of a digital game contributes to enhancing learning experience.
4. Feedback: This is one of the essential elements of game design. Many game
designers today (McGonigal, 2011), Aldrich (2009b), Reeves and Read (2009), Gee
(2008a) all speak about the importance of continuous feedback for game design.
The element of success or failure is measured and tested continuously and it doesn’t
really matter if the gamer fails the first time. Most gamers take this as a challenge
and they need to rise up to the occasion and prove their worth. It is what essen-
tially motivates the gamer to go on. During our interviews with our gamers they
emphasised that the kind of feedback which drives them to get back on track after
a failure is the feedback which can actually get them addicted to playing more and
wanting more. This is another important design factor in the educational context;
overcoming any failures of learning is paramount to the learning experience itself.
5. Reputations, Ranks and Levels: During the interviews, our gamers were very
clear about their ideas – ‘Reputation can make or break within a game. . .and even
beyond, especially when gamers know you on a personal and real level’. Gamers
look up to expert gamers with great awe and aim to not only follow in their steps but
492 V. Camilleri et al.
also take over and achieve the highest rank or level position. This element of game
design is, according to Crawford (1997), tantamount to proving oneself in terms
of skills or abilities. In the classroom we get an inkling of people’s fear of failure
and we can see the decrease of the motivation in proving oneself during certain
tasks. Digital computer games, bring this out naturally and this should be another
important design factor in education.
6. Marketplace and Economies: One of the characteristics most often exhibited
by multiplayer games is the concept of trading, acquisition and/or selling thus repli-
cating the economy scale according to the magnitude and complexity of the game.
Second Life, is a classic example of how the economies are running in virtual worlds
when compared to the real life. People are not only working hard over in Second
Life, but their commercial value has also risen. Educational implications? Many. . .
including the reaped benefits – the scorepoints in terms of the assets or currencies. If
we take Farmville or Cityville as other two examples of the game market place then
we really see that such an economy-driven environment is masking an increased
drive for engagement.
7. Competition with rules that are explicit: The same drive for engagement can
be said to apply for competitions in games. People and gamers are constantly com-
peting, and when this happens against people they know then it becomes even more
fun. McGonigal (2011) describes how competing gamers are in reality socialising.
She describes the social networking game Lexolous registering more than 5 million
gamers connected through facebook, and the fun bickering between people who are
close to each other, brings out the element of competition which instead of being
considered as another barrier to social connectivity, is being considered as a fun
way to spend time with someone. She takes the examples that many gamers are
reporting having fun with their ‘moms’ playing this game, or rather winning the
game. We ask, what if these competitive driven games are made use of explicitly for
the curriculum and used beyond the classroom walls?
8. Teams: Multiplayer games are just that. . . social connectivism is just that. All
the big game designers are doing just that. The emergence of social communities
in large-scale projects which we are seeing across the Internet is enough proof to
sustain that it is as Aldrich (2009b) describes the users who are the writers and
the editors and not the professionals/McGonigal (2011) refers to a recently coined
term – crowdsourcing3 a classic example of which lies in Wikipedia. Crowdsourcing
really and truly is what lies at the backbone of Web2.0; the Web which we inhabit
currently. When one converts all the work which can be seen on Wikipedia and
which is the product of a voluntary collaborative effort, by the mass, one would
end with a 100 million hours of accumulation of human thought. . . and that is quite
a substantial amount of human collective power. The community becomes a team,
whose global effort can impinge greatly on the world. In education, collaboration
fosters support in learning. Apprenticeship roles identified earlier as occuring in a
3 Crowdsourcing is a term coined by Jeff Howe (2006) to describe the “outsourcing of the job to
the crowd” (McGonigal, 2011)
23 Social Interactive Learning in Multiplayer Games 493
community of practice surrounding the game is just one of the roles which one can
assume within a team, in order to contribute to the team’s global thinking effort.
MMO’s and MMORPG’s which offer a persistent multiplayer environment are fur-
ther enhanced in their organisation of BIG skills (Aldrich, 2009b) through the setting
up of small teams with specific learning goals and attainment targets. Teamwork
fosters an environment which leads to improved ranking, leveling and reputation
building. In a group, we find our strength.
9. Parallel Communication Systems: We can also refer to these as multimodal
communication systems, which are reflected in many game systems’ multiple chan-
nels of communication. Interviewed gamers report that they have great fun even
when playing multiplayer games with visuals which are not so amazing as long as
the communication channels are in place. Therefore some popular games include
voice support, and allow for public and private conversations. One feature the
interviewed gamers highlighted was the similarity between the real world commu-
nication and the communication found in WoW. Through sound communication one
feels a certain sense of belonging to the community and this appeals to the emotions
of the gamers. This parallel channel of communication is also a medium which adds
on to the fun of the game in a collaborative environment. During the interview the
gamers provided anecdotes about games which they were playing and whose major
fun elements were multiplied through the added voice communication channels.
10. Positive Stress Factors: McGonigal (2011) reports a study, which takes into
consideration the psychological implications of ‘fun’. The study indicates, that peo-
ple tend to have better and more positive fun the harder the work which they do. The
more pressure they feel in a game, the more positive the frame of mind of the person
undergoing this ‘positive stress’ is. This positive stress provokes a positive emotion
which the human brain perceives. Time constraints is one such factor which can be
identified as a positive stress factor.
However when it comes to designing games, categorising them into 10 broad cat-
egories might be slightly simplistic. We do think that there are many other additional
factors which need to be taken into consideration.
Big games don’t just happen. Epic IS designed; it’s not born out of a spon-
taneaous collective frenzy. We think that all digital game categories need to be
epic to achieve a productive level of success. They need to overwhelm people with
positive stress; designed for the flow of the experience; designed to make people
happy.
One element which McGonigal mentions quite frequently and which other big
game designers also mention is the involvement of the people. The modern Web
(Web2.0) has proven that people have something to say and they are saying it.
When designers empower people with voice, then they add the key ingredient of suc-
cess. Games make use of this key ingredient through interactivity, through feedback,
through the multiple communication channels. People want to compete against their
friends, or against strangers, but most of all people crave for communication and for
establishing links which would make them feel part of something bigger. Co-op,
a term used frequently by gamers to define collaboration and cooperation, thus no
longer becomes an option. It is the voice of the people which speaks in this case,
494 V. Camilleri et al.
and this voice can transform each individual into a collective mass, pushing each
other, creating a sense of urgency to solve a problem, achieve a mission, or resolve
a quest.
Seely Brown (2011) described gamers as ‘incredibly talented learners’ – for many
gamers if there is no learning involved in the game then it is no fun. Such a state-
ment seems so paradoxical – so we try to analyse this in terms of the games which
are so popular by mass demand and which most of our gamers have also men-
tioned. World of Warcraft (WoW), the MMORPG, is a classic example. MMORPGs
are essentially persistent, networked and interactive games with a clearly estab-
lished target which pre-empts gamers to connect and collaborate with other gamers
through the social network which is established. Learning within the game frame-
work becomes a social status acquisition within the world as more ‘guilds’ or
communities are established. MMORPG (2011) reports an astounding formation
of 2,578 registered guilds for 400 MMORPGs. Guilds remove the concept of sin-
gle player, and emphasise the team. It is the strength of the collaborative effort of
each individual player which places guilds at different strata of the game. It is also
probably that which drives to ‘addiction’ within the game. Each player assumes
responsibility for his/her own learning, in order to contribute to the levelling up of
their team.
In addition we see today’s generations, as people who embrace change. These
games are supporting this need for change. A few years back, status quo was held
as the stable environment. We were taught during an age which embraced an indus-
try which was static, we didn’t need change. Therefore we were taught to sit at
desks and be productive, whilst reproducing that which teachers and books deliv-
ered. So what happened is that pretty like what happens during evolution, the traits
of younger generations started changing to be able to escape from that reality and
become immersed in a reality which offered a promise of something better. . . and
this brought about change and learning. The human mutant, was crying out to learn,
but opposed to being dictated what to learn. And we can still see it happening now,
unfortunately. So when we asked gamers what they would include if they were to
design their own games, they didn’t see learning as an essential component. They
equated learning with teaching or instructing and not the learning which occurs
during games. Instead they saw change as the essential component; they saw acces-
sibility; they saw networking; they saw fun. Learning is completely transparent and
inherent. It was and will be considered as part of the strategies they have to con-
ceive for more experimentation. We think that that in itself is such a fantastic way
to learn. Seely Brown (2011) was during his interview discussing passion, and the
way in which guilds in WoW excel through experimentation of new techniques in
a concerted group effort. So to take the example of an athlete who is competing at
a professional level, much of the excellence which is achieved at a personal level
is in reality a group or team effort. What happens is that the athlete is within a
23 Social Interactive Learning in Multiplayer Games 495
team of people who train/play together, they compete against each other, they take
time to analyse where challenges are, what each is doing right or wrong, most often
coordinated by a team leader such as a coach. What drives these people with such
passion is the healthy perspective of competition as one strives to perform better –
as McGonigal (2011) also mentions, each tiny result triggers more happiness.
Whilst outlining his visions for the future of education and schooling, Gee
(2008b), during an interview, emphasised that what is on next is the collaborative
way forward where the intelligence of the group, outdoes the intelligence of the sin-
gle smartest individual within the group. Another way forward is that of paving the
ground for innovation, or rather creating opportunities where one doesn’t necessar-
ily apply the standard solutions but each individual would have the freedom within
the group to experiment new ways to bring about change which might or might not
provide the right solution. When the moves are wrong, when the proposals fail, then
the group takes the time to reflect and understand why. This is the way forward for
innovation. This is what the major education influencers are proposing today and
this is one of the major components which game designers need to work with.
To this extent, we were recently going through a review for LittleBigPlanet2.
LittleBigPlanet offers a great gaming concept to all those who are interested in not
only playing games, but also creating games. Being Sony’s adopted baby, it is aimed
for PS3 or Playstation Portable users. However it has risen to popularity ever since
its inception in 2008 through the added contribution of the gaming community. The
game is two-fold; the gamer first creates the levels and the challenges – in essence,
the game, and is then able to upload and share the self-created game levels with
the rest of the world community as gamers share, compete and play at the differ-
ent levels created by themselves. In just 2 years, LittleBigPlanet, acquired more
than 3 million sales, BAFTA (British Academy of Film and Television Arts) awards
and over 5 million of user-generated game levels (LittleBigPlanet2 Review, 2011).
When this started out, the game was quite a risk in itself. No-one was sure, back in
2008, that a gaming community who would want to be so participative in the game
creation itself, existed. However the success was also in part attributed by the fact
that that the game’s target audience are part of that new generation who are intent on
bringing about change – creation itself thus becomes the new name of the game. So
2 years on, and the game developers have thought it best to comply with the change
and take their audience – their gamers – up another level – ergo LittleBigPlanet2.
They have inserted greater challenges in the game level creations, improved user
accessibility for more AI in the game levels and reaching out for more flexibil-
ity within the robust structure which was initially offered for the first game in the
series. Gamers are guided but at the same time the parameters are wide enough so
that they can be as flexible in their own creations as they can, provided they remain
within the ‘rules’ of the game. And that is another ingredient which works, which
is already being taken up to some extent in a series of games, notably multiplayer
games (this can be seen in the customisation of WoW mods) and will probably be
taken up by other game developers in the near future. People want to interact but
not just in terms of what the objects can do within the game world. People want to
be able to create those objects themselves, test them out and if they fail, then they
496 V. Camilleri et al.
retry – and if one does that with other gamers then the game is also spiced up with
some fun as well.
If we now take a moment to look back on the elements which we have previously
discussed in terms of a proposed framework for the design of games in education
we always come back to this continuum, one end of which represents the classroom
and the other end of which represents games. Throughout this continuum we have
learning. We might have learning which is reflected into didactics – where most
frequently we have a passive listener who interprets the facts given, regurgitating
them onto an exam paper when possible. We also have the other learner at the end
of the continuum – one who is totally self-directed and most often passionate and
motivated in his/her quest for learning within the game world.
Traditionally we were used to a predominant male figure in games, with a cer-
tain predisposition to lack of sleep, possibly lack of hygiene and totally immersed
in a world of his own. These last couple of years have seen the evolution of a new
breed of gamers. Now there is hardly any distinction between the sexes, or between
cultures. We have seen this new breed metamorphose from the uncommunicative
singular individual to a social dynamic group – where co-op becomes a term which
is familiar amongst all gamers wishing to achieve a certain status. We are seeing
families using games to strengthen ties, people of all ages playing across their social
networks, communities emerging as more voices are being heard, and reach a cli-
max by becoming more active in the game through game element creation and/or
modification according to their own competitive stances.
The continuum thus uses games as a representation of the community-based
learning which happens within the group structure. Paradoxically this is exactly
what should be happening within the classroom – one might therefore argue that
there is no continuum to pursue. However, what happens in practice, as is so often
the case, is different.
So when it comes to framework design for games and serious games, we are not
proposing a framework for the classroom, but for a target audience – for individuals
who are already exposed to the ideals set forth by the games. Extending the porta-
bility of these games to the classroom is another matter, because this will no longer
be dependent on the motivation or lack thereof on behalf of the students, but it will
solely reside within the responsibility of the institution to do so. In the meantime one
can offer best practice solution characteristics which would need to be included in
the design of games – education included – contributing to a high scale motivational
factor.
And yet we also want to integrate theoretical frameworks which facilitate deeper
cognition and acquisition of skills. In this case we want to use games not just to
teach content. That has been done and dealt with. Papert (1998) describes such
games as ‘Edutainment’ and refers to these as ‘Shavian Reversals’, or rather the
concept in genetics, which explains how an offspring discards the strong genes and
retains the weak ones. In this example, between a marriage of education and games,
the offspring ‘Edutainment’ would discard the elements of good game design and
retain those elements of the curriculum, which are rather weak in terms of good
educational practice. Most often the content represented in these games is rather
23 Social Interactive Learning in Multiplayer Games 497
(2008b) mentioned the intelligence of the group outdoes the smartest of any individ-
ual within the group. There becomes a symbiotic relationship where each member
thrives upon to conquests of the others and each member is driven by the responsi-
bility towards the group and its members to excel, and within this group there is the
competitive balance for survival and mastery.
Charsky (2010) describes this competition as a ‘victory condition’. McGonigal
(2011) describes the emotional peaks achieved during ‘Epic Wins’ when the com-
petitor strives to achieve the final glory – the harder the challenge, the greater
the competition, the greater the happiness level attained. When multiplayers are
included in the game, then the competition becomes more challenging, the work
increases, the motivation is enhanced and suddenly the ultimate goal is not so easy
to achieve. Suddenly the ‘flow experience’ as described by Csìkszentmihàlyi and
Rathunde (1992) becomes enhanced as the passion driving the gamer increases. So
the gamer craves the need to learn more because that is the ultimate way of achiev-
ing mastery and status within the community. Throughout this chapter, we have also
discussed the emotions which pertain to the community, stimulated by the sense of
belonging which heightens the significance of responsibility within the collective.
Charsky (2010) discusses fidelity, or rather the real world representation of arte-
facts within the game world. We believe that this is another important characteristic
of game design which comes together in the element of creation. When a gamer is
actually ‘doing’ something, he/she is carrying out a task or an activity which most
often cannot be recreated in real life. However the experience needs to be as close to
situated reality as possible – as part of the ‘diegesis’ effect described by de Freitas
and Maharg (2001), for an enhanced immersive experience which contributes to a
realistic higher order cognitive activity as the gamer rises up to the challenge which
is presented.
We have also discussed ‘co-op’ or rather cooperation in the game world. We have
in fact mentioned the social emergence capabilities of multiplayer games. Our own
gamers emphasised that they only played certain digital games because it was fun
communicating with friends, because it was a way in which to extend their play
to a more augmented or simulated environment which they cannot live through in
real life, but which they could live as their avatars in an environment which has no
boundaries or division but where group effort is what finally triumphs. To do this,
we also need to consider a factor which hasn’t yet been given much importance
in the research we have come across – and that is accessibility. Many researchers
assume that people have access to all consoles, however our gamers have indeed
mentioned that beyond game characteristics they take in consideration what they
have direct access to. Studies show that gamers might in the end prefer to play
using one specific type of console or the PC (Essential Facts about the Computer
and Video Game Industry, 2010)– one popular driving factor which WoW exhibits
is its accessibility across all platforms without the added need of special console
units. Pretty much as in other information systems business models, effective game
design for education requires the added value of distribution practices, identifying
target market needs and supplying those needs.
23 Social Interactive Learning in Multiplayer Games 499
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Index
A E
Achievement emotions, 246, 250, 252 Economic models, 37, 39–40
Adoption model, 291–307 Educational games, 4–5, 31, 34, 37, 40, 54, 61,
Adventure games, 172, 172, 286, 311–312, 64, 66, 67–68, 73, 80, 113, 169, 190, 198,
315–316, 317, 320, 325, 405 246, 248, 273, 287, 330, 426, 451, 460,
Adventure initiative games, 125–129, 131, 470, 485–486, 489
138 Edutainment applications, 3, 6
Alternative input devices, 6 Emotion, 245–252, 257–259, 263–264,
Assessment, 5, 9, 12, 16, 20, 79–80, 91, 266–267, 493
103, 109, 113, 122, 135, 142–144, Enquiry-based learning, 5, 449, 456
153, 175, 179, 191, 203, 225–241, 306, Evaluation of serious game, 475
330–331, 336, 341, 343–344, 401, Experiential education, 125–131, 134,
429–431, 444, 457–459, 464, 470, 475, 138–139, 143, 153
489, 499 Experimental studies, 65–66, 437–439
C F
Casual game, 405, 455, 486 Flow theory, 61–62, 64, 66, 71–74, 80
Commercial-Off-The-Shelf (COTS) games, Formal logic, 4
4–5, 291–299, 302–307
Computer based assessment, 229–230, 233, G
239 Game design, 4–5, 10–11, 13–20, 26, 33,
Computing undergraduate education, 463, 47–48, 50–51, 53, 62–64, 66, 68, 70–71,
475–476 74, 76, 80, 92, 104, 111–112, 114, 134,
Constructivist learning theories, 453–455 139, 143, 151, 172–173, 190, 198–201,
Control-value theory, 246, 250–253, 256, 203–205, 207, 215, 220, 225, 227, 246,
266–267 248–249, 296, 312–313, 330–332, 346,
Cooperative learning, 61, 63–64, 66–68, 349–350, 402, 409, 420–421, 427, 462,
70–74, 76–77, 80 490–493, 495–498
Course performance, 402–404, 410 Game-enhanced learning, 425–444
Course structure, 5, 372–373, 375–376, Game engines, 12, 109, 116, 121, 246, 259,
381–386, 388–392 292, 350–351, 356, 360, 367, 474
Cultural heritage, 4, 153–155, 159 Game play experience, 46, 51
Games-based learning, 86, 88, 132, 347, 467
D Gamification, 4–5, 9–13, 20, 399–421, 426
Development life cycle, 347–351, 366, 468,
469 H
Discussion board, 5, 372–386, 388–392 Haptic devices, 152–154, 157–158
Dungeons and Dragons, 5, 329–346 Health and safety training, 4, 107–122
I R
Immersion, 4, 9, 11, 15, 17, 65–66, 69, 73, 76, Re-contextualized games, 197–221
78–80, 157, 200, 204, 239, 299, 312, 315,
399, 427–428, 491, 497, 500 S
Intelligent tutors, 5, 16, 156, 169–170, 179, Science festival, 5, 199, 205
245, 460–461 Scientific inquiry skills, 170, 185
Second life, 5, 12, 292, 295–296, 369–394, 492
L Serious games assessment, 45–56
Learning context, 5, 198–199, 202–205, 207, Serious games design, 16, 19, 455
212–217, 219–221, 250, 276, 393, 404, 459 Serious games market, 25
Learning impacts of serious games, 55 Simulation, 4–5, 16, 26–27, 29–30, 33, 40, 54,
Learning languages, 179, 319, 345 76, 78–79, 86–87, 107, 109, 111, 114, 116,
Learning levels, 46–51, 53 118–120, 122, 126, 152, 205, 230–231,
Learning math, 30, 79, 329–333, 336, 339–345 238, 240–241, 248, 276, 287, 296, 306,
Learning physics, 252 313–314, 331, 371, 399–401, 467, 486, 491
Learning SQL, 367 Situated learning, 63, 70, 80, 201, 449, 455
Social game, 4, 61, 64, 66, 68–80, 399–421,
487
M Social interaction, 6, 9, 14–16, 19, 61, 63–70,
Massively Multi-Player Online Role-Playing 72–74, 77, 292, 399, 407, 427–428, 442,
Game (MMORPG), 65, 292, 296, 304, 306, 450, 454
358, 482, 485–486, 493–494 Social interactive learning, 5, 9, 15, 19–20,
Mobile devices, 4, 85–90, 102, 128, 134–137, 156, 481–500
140, 142, 149, 198 Social media, 6, 298, 303, 305, 407, 411, 454,
Mobile education, 85–104 483, 486–487
Mobile entertainment, 137 Social studies, 5, 329, 332–333, 335–336,
Mod, 5, 351 341–343, 345
Multiplayer games, 5, 61, 73–74, 352, 481–500 Storytelling, 286, 311–312, 332
Multisensory learning, 150, 154 Student engagement, 108, 299, 425–444
Museum, 5, 155, 199, 213–221
T
N Transformative learning, 4, 46–47, 51–54, 56
Narrative, 5, 12, 18–20, 46–47, 74, 78–79,
153, 172, 180, 190, 201, 218, 273–287, V
309–325, 331, 344, 450, 491, 497 Virtual Learning Environments (VLEs), 4,
149–150, 153–154, 164, 369–394, 440–441
O Virtual worlds, 6, 10, 12–13, 15, 19, 76,
Origin of serious games, 45 114, 118, 128–129, 149–164, 292–293,
295–296, 298, 311, 313–315, 321–322,
P 369–373, 376–385, 392–393, 487, 489, 492
Pedagogical effectiveness, 46
Pervasive serious games, 6 W
Player behaviour, 4, 85–104 Wiki, 295–296, 372–373, 376, 383, 385–387,
Psychology, 4, 6, 9, 11, 85–86, 90–91, 97–98, 389, 391–392, 485
103, 131, 171, 174, 180, 182, 185–186,
247–248, 250, 266, 297, 330, 399–421 Z
Puzzle, 5, 200–201, 249, 273–274, 279–281, Zone of proximal development, 71, 172, 180,
283–287, 336, 402, 405 454, 482