Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659152
B. Kapralos, F. Haji, A. Dubrowski
The use of serious games in a wide variety of educational settings is gaining popularity, given their ability to engage and motivate learners - particularly the current generation, who have grown up regularly playing video games. However, despite the current “buzz” surrounding serious games, there are many bad examples; this has been attributed to developers supplanting game design without adequate attention to proper instructional design. Given the importance of instructional design, we have developed a tutorial (“minicourse”) that, combines “hands-on” activities and didactic instruction to emphasizes its role in the development and evaluation of serious games. By outlining the developmental process of several example serious games for health professions education, the tutorial also emphasizes the inherent interdisciplinary nature of serious games design and potential issues that may arise when an interdisciplinary team embarks on such a project. Here, we describe the tutorial by providing greater details regarding the “hands-on” activities, the material covered within the tutorial, and attendee perceptions regarding serious games before and after the tutorial. Our goal is to bring awareness to the importance of ensuring a balance between game design and instructional design when developing serious games.
{"title":"A crash course on serious games design and assessment: A case study","authors":"B. Kapralos, F. Haji, A. Dubrowski","doi":"10.1109/IGIC.2013.6659152","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659152","url":null,"abstract":"The use of serious games in a wide variety of educational settings is gaining popularity, given their ability to engage and motivate learners - particularly the current generation, who have grown up regularly playing video games. However, despite the current “buzz” surrounding serious games, there are many bad examples; this has been attributed to developers supplanting game design without adequate attention to proper instructional design. Given the importance of instructional design, we have developed a tutorial (“minicourse”) that, combines “hands-on” activities and didactic instruction to emphasizes its role in the development and evaluation of serious games. By outlining the developmental process of several example serious games for health professions education, the tutorial also emphasizes the inherent interdisciplinary nature of serious games design and potential issues that may arise when an interdisciplinary team embarks on such a project. Here, we describe the tutorial by providing greater details regarding the “hands-on” activities, the material covered within the tutorial, and attendee perceptions regarding serious games before and after the tutorial. Our goal is to bring awareness to the importance of ensuring a balance between game design and instructional design when developing serious games.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131403619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659151
A. Repenning, Ashok R. Basawapatna, M. Klymkowsky
The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentle-slope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low barrier experimentation on the modded simulation, which is hoped to help students gain a deeper understanding of scientific phenomena that is the focus of the activity. Our research questions are: i) does this approach encourage students' interest in computational science and ii) does it enhance their analytical abilities, and iii) does it foster a deeper understanding of the processes modded? Here we take an in-depth look at what was created for the CyberMOD infrastructure and analyze the results of initial in-class studies as to the effectiveness of this strategy. The results support the premise that teachers can easily integrate CyberMOD into their in-class activities, that CyberMOD activities encourage creative student learning, and that the CyberMOD approach facilitates student understanding.
{"title":"Making educational games that work in the classroom: A new approach for integrating STEM simulations","authors":"A. Repenning, Ashok R. Basawapatna, M. Klymkowsky","doi":"10.1109/IGIC.2013.6659151","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659151","url":null,"abstract":"The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentle-slope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low barrier experimentation on the modded simulation, which is hoped to help students gain a deeper understanding of scientific phenomena that is the focus of the activity. Our research questions are: i) does this approach encourage students' interest in computational science and ii) does it enhance their analytical abilities, and iii) does it foster a deeper understanding of the processes modded? Here we take an in-depth look at what was created for the CyberMOD infrastructure and analyze the results of initial in-class studies as to the effectiveness of this strategy. The results support the premise that teachers can easily integrate CyberMOD into their in-class activities, that CyberMOD activities encourage creative student learning, and that the CyberMOD approach facilitates student understanding.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131427665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659153
A. Jurgelionis, Richard Wetzel, Lisa Blum, L. Oppermann
This paper presents a user-study of the TOTEM.Scout mobile tool that has been developed for in-situ creation of location-based content for games and edutainment applications based on configurable data templates. It works in cooperation with the TOTEM.Designer web-based tool and enables convenient structuring, management and export of the created content to prepare arbitrary location-based experiences. We motivate the necessity of this tool as well as its architecture, and describe the layout, results and findings of the performed case study in a real context of use. The results provide insights into possible improvements in terms of user interface and the tool's functionality design, and suggest new features for data collection and management.
{"title":"TOTEM.Scout: A mobile tool for in-situ creation of location-based content","authors":"A. Jurgelionis, Richard Wetzel, Lisa Blum, L. Oppermann","doi":"10.1109/IGIC.2013.6659153","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659153","url":null,"abstract":"This paper presents a user-study of the TOTEM.Scout mobile tool that has been developed for in-situ creation of location-based content for games and edutainment applications based on configurable data templates. It works in cooperation with the TOTEM.Designer web-based tool and enables convenient structuring, management and export of the created content to prepare arbitrary location-based experiences. We motivate the necessity of this tool as well as its architecture, and describe the layout, results and findings of the performed case study in a real context of use. The results provide insights into possible improvements in terms of user interface and the tool's functionality design, and suggest new features for data collection and management.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131723793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659136
Peyman Massoudi, A. Fassihi
The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.
{"title":"Achieving dynamic AI difficulty by using reinforcement learning and fuzzy logic skill metering","authors":"Peyman Massoudi, A. Fassihi","doi":"10.1109/IGIC.2013.6659136","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659136","url":null,"abstract":"The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122432632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659120
S. Mozar
I welcome you to the fifth International Games and Innovation Conference, which is hosted and funded by the Consumer Electronics Society. In recent years the application of consumer devices and technology has spread and influenced many fields. Games is one of these. Technology developed for home games have found application in many new fields. It is indeed interesting to see the high quality papers that are being presented annually at this conference.
{"title":"Welcome note from the CE society president","authors":"S. Mozar","doi":"10.1109/IGIC.2013.6659120","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659120","url":null,"abstract":"I welcome you to the fifth International Games and Innovation Conference, which is hosted and funded by the Consumer Electronics Society. In recent years the application of consumer devices and technology has spread and influenced many fields. Games is one of these. Technology developed for home games have found application in many new fields. It is indeed interesting to see the high quality papers that are being presented annually at this conference.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121192745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659159
Gwen Mullinix, Oliver Gray, J. Colado, Elizabeth S. Veinott, James Leonard, E. Papautsky, Christopher Argenta, Marcia Clover, Steven Sickles, Edward Castronova, P. Todd, Travis L. Ross, Jared Lorince, Jared M. Hotaling, S. Mayell, C. Hale, E. Whitaker, R. Hoffman, Olivia Fox, J. Flach
This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way. Heuristica is the result of three development and empirical evaluation cycles over 18 months. Several game features have been tested, and only those that improved learning while maintaining engagement have been retained in the latest version of the video game. These include reward, real time feedback, and game customization. Our development and playtesting process is summarized, and the implications for designing training are described.
{"title":"Heuristica: Designing a serious game for improving decision making","authors":"Gwen Mullinix, Oliver Gray, J. Colado, Elizabeth S. Veinott, James Leonard, E. Papautsky, Christopher Argenta, Marcia Clover, Steven Sickles, Edward Castronova, P. Todd, Travis L. Ross, Jared Lorince, Jared M. Hotaling, S. Mayell, C. Hale, E. Whitaker, R. Hoffman, Olivia Fox, J. Flach","doi":"10.1109/IGIC.2013.6659159","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659159","url":null,"abstract":"This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way. Heuristica is the result of three development and empirical evaluation cycles over 18 months. Several game features have been tested, and only those that improved learning while maintaining engagement have been retained in the latest version of the video game. These include reward, real time feedback, and game customization. Our development and playtesting process is summarized, and the implications for designing training are described.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128244752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659173
S. Bangay, Owen Makin
The relative strengths of individual units, described as attributes, determine the outcome during unit conflicts involving units in the armies of opponents in large strategy games. We describe a process for developing predictive models of the outcome for such conflicts where combat involves single unit adversaries where each unit is defined in terms of 4 fundamental attributes. These attributes: range, speed, health and damage are common to unit descriptions in many successful real-time strategy games. Our analysis process identifies three phases of game play with invariant properties that hold throughout each phase. We demonstrate the utility of this analysis by creating a model that predicts game outcomes. Predictions are validated against the game simulation. The game outcomes are explicitly related to the attributes of the two units involved, highlighting the significance and role of each attribute.
{"title":"Modelling attribute dependencies in single unit game combat settings","authors":"S. Bangay, Owen Makin","doi":"10.1109/IGIC.2013.6659173","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659173","url":null,"abstract":"The relative strengths of individual units, described as attributes, determine the outcome during unit conflicts involving units in the armies of opponents in large strategy games. We describe a process for developing predictive models of the outcome for such conflicts where combat involves single unit adversaries where each unit is defined in terms of 4 fundamental attributes. These attributes: range, speed, health and damage are common to unit descriptions in many successful real-time strategy games. Our analysis process identifies three phases of game play with invariant properties that hold throughout each phase. We demonstrate the utility of this analysis by creating a model that predicts game outcomes. Predictions are validated against the game simulation. The game outcomes are explicitly related to the attributes of the two units involved, highlighting the significance and role of each attribute.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"147 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133537087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659167
Myriam Munezero, Tuomo Kakkonen, C. I. Sedano, E. Sutinen, C. Montero
The current paper explores the use of the social network platform Facebook, as a source of emotion annotated textual data as well as a source of annotators. The traditional approach of hiring experts to provide manually labeled (annotated) data for NLP research is time-consuming, tedious and expensive. Hence, crowdsourcing has emerged as a useful method for obtaining annotated data for natural language processing (NLP) research. We have developed a purposeful innovative Facebook game called EmotionExpert in order to collect human annotated textual data for emotion detection from text. The game provides a means to reach a large number of players, while making the annotation of emotional content of texts an enjoyable and social activity. The findings reported in this paper indicate that EmotionExpert is a useful resource for reaching a large number of people to produce reliable annotations.
{"title":"EmotionExpert: Facebook game for crowdsourcing annotations for emotion detection","authors":"Myriam Munezero, Tuomo Kakkonen, C. I. Sedano, E. Sutinen, C. Montero","doi":"10.1109/IGIC.2013.6659167","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659167","url":null,"abstract":"The current paper explores the use of the social network platform Facebook, as a source of emotion annotated textual data as well as a source of annotators. The traditional approach of hiring experts to provide manually labeled (annotated) data for NLP research is time-consuming, tedious and expensive. Hence, crowdsourcing has emerged as a useful method for obtaining annotated data for natural language processing (NLP) research. We have developed a purposeful innovative Facebook game called EmotionExpert in order to collect human annotated textual data for emotion detection from text. The game provides a means to reach a large number of players, while making the annotation of emotional content of texts an enjoyable and social activity. The findings reported in this paper indicate that EmotionExpert is a useful resource for reaching a large number of people to produce reliable annotations.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131793732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659140
Peter Leong, V. Goh
Games-based learning can increase the effectiveness of adult learning in various vocational domains such as Work Safety and Health (WSH). However, one of the key challenges in deploying games-based learning in a larger scale is the high costs of games development. Games development often requires specialized programming skills, and also content expertise from academic specialists. Our Rapid, Easy Authoring Platform for Serious Games (REAPSG) enables lecturers and trainers to create the games-based learning content on their own without the need for specialized programming skills.
{"title":"REAPSG: Work safety and health games for construction sector","authors":"Peter Leong, V. Goh","doi":"10.1109/IGIC.2013.6659140","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659140","url":null,"abstract":"Games-based learning can increase the effectiveness of adult learning in various vocational domains such as Work Safety and Health (WSH). However, one of the key challenges in deploying games-based learning in a larger scale is the high costs of games development. Games development often requires specialized programming skills, and also content expertise from academic specialists. Our Rapid, Easy Authoring Platform for Serious Games (REAPSG) enables lecturers and trainers to create the games-based learning content on their own without the need for specialized programming skills.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"745 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122962908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659133
Eduardo Marisca, L. Zhong
This paper explores how computer games and simulations can be used to stimulate the understanding of social and cultural conflicts as something inherently complex, and of various stakeholders' positions as contingent and contextual. We perform a close reading of a sample of games to discuss how they depict conflicts through simulations. Based on that, we extract a series of principles that can be helpful both to orient the design of games aimed at facilitating learning from conflict, and to facilitate the discussion and analysis of games by highlighting their strategies in depicting conflict.
{"title":"“We require more vespene gas” Learning about social conflict in computer games and simulations","authors":"Eduardo Marisca, L. Zhong","doi":"10.1109/IGIC.2013.6659133","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659133","url":null,"abstract":"This paper explores how computer games and simulations can be used to stimulate the understanding of social and cultural conflicts as something inherently complex, and of various stakeholders' positions as contingent and contextual. We perform a close reading of a sample of games to discuss how they depict conflicts through simulations. Based on that, we extract a series of principles that can be helpful both to orient the design of games aimed at facilitating learning from conflict, and to facilitate the discussion and analysis of games by highlighting their strategies in depicting conflict.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"193 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115727146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}