Post on 09-Jan-2016
description
transcript
EXPLORING LEARNING THROUGH GAMES
Kottu, LalMaredia, Nazia
Patel, VishalSharma, Manan
Outline
Introduction Methodology Game Development Playtesting Conclusion References
Introduction
Rapid rise in the popularity of video games. Most of the video games are built primarily for
entertainment purpose. Serious games aims to teach knowledge
through games. Purpose of the project is to implement game
learning and explore the effectiveness of such an approach.
Overview
Learning Through Games
Experimental learning Inquiry based learning Self Efficacy Goal Setting
Interactive Learning
Interactive learning helps people retain knowledge and develop skills
People play games for variety of reasons other than fun and entertainment
One of them is desire to assimilate knowledge
Serious Games
Games designed for some purpose Serious games are much more than
entertainment Serious Games have been adopted in the
areas include education, defense, medicine etc
Designing games to teach certain aspect is harder than those built for fun
Serious Games (contd..)
In 2002 America’s Army was developed by United States military, providing a virtual soldier experience.
It simulated an experience of army life Effects of serious games in driving skills were
investigated and results support developing games for traffic safety instructions
Players master skills or information by playing repetitively
Serious Games (contd..)
Games can be used as an effective tool for enhancing learning and understanding of complex subject matter
Researchers and educators are taking interest in potential of games to enhance learning
Studies demonstrate use of games in learning context can increase student motivation
Objective
Implementing game learning through Packet Man game
Packet Man Includes reasonable amount of fun Does not compromise on its learning nature Provides challenging goals
Exploring effectiveness of this approach through playtesting
Methodology
Educational Content in Packet Man How Internet works? How does packet route from source to
destination Different TCP/IP layers at source and
destination Concepts about routers, switching fabric,
packet delay and time out Basic terms like IP and MAC address
What is Internet?
Network of interconnected devices known as hosts or end systems
Internet uses packet switching for communication Each packet traverses through routers between
source and destination Routers switch packets from input ports to output
ports Packets may be dropped due to broken links and
delays
Internet Protocol Stack
Internet Protocol stack consists of five layers Application Layer Transport Layer Network Layer Link Layer Physical Layer
Implementation
Virtual world of Packet Man mimics Internet Packet Man implements experimental
learning by making the player play the role of packet
Source and Destination are designed to show layers of Internet protocol stack
Tunnels in game represent links that interconnect the end systems
Implementation (contd..)
The navigation through routers helps player understand that how end systems are interconnected
The game scenario helps player understand how packet travels
Detailed guidelines help player understand the basic terms involved
Packet Man allows player to experience scenarios as a packet
Knowledge to Game Domain Mapping
Header in application layer + packet data
Header in transport layer + application
layer packet
IP address should be collected from DNS
Office
Port Number should be collected from TCP
Office only if the player has collected IP address
Knowledge Domain (KD)
Game Domain (GD)
Ma
pp
ing
from
KD
to
GD
Ma
pp
ing
from
K
D to
GD
Operation
Action
Game Play How game functions and basic flow of game Levels
Level 1: Source end system
Application Layer
Transport Layer - TCP
Network Layer
Game Play (contd..) Level 2: Router
Router (Hop towards Destination)
Different routes
Game Play (contd..) Level 3: Destination end system
Application Layer
Transport Layer
Network Layer
Game Play (contd..)
Game Interface Health status Inventory of header items
collected Informative screens for
feedback
Resources Health, inventory and
time
Health Status
Feedback
Inventory
Game Play (contd..)
Procedures Rules Conflict
Obstacles and opponents Scoring/Winning conditions
Player selects Help
Player selects New Game
Player views help and
clicks ExitPlayer starts at Application
Layer
Player moves to DNS lab.
Collects IP address
Player reaches Network layer.
Collects MAC address
yes
no
Player reaches network layer.
Provides MAC address
Player reaches transport layer.
Provides Port No.
Player provide IP Address.
Player reaches destination
Player delivers the data to the recipient.
Router A
Router B
Router C
Router DPacket
Delayed
Player times out
yes
no
Low on HealthPacket Dropped
yes
no
Player collected all items. Level 1
completed
Congestion
Packet Hacked
Player moves to transport layer.
Collects Port No.
Packet Man Main Page
Mission accomplished.Player Wins.
Mission incomplete.Player Loses
Figure 3-5: Flowchart showing game flow
Game Development
Game Story
Story of packet containing data Packet Man starts at the source
Collects different items at each layer in sequence Packet Man gets into the router through
tunnel Collect shields Be aware of hackers and other packets Avoid long and broken routes
Game Story (contd..)
Packet Man has to be careful on the way towards destination to avoid packet drop
Packet Man reaches destination After bypassing Internet At each layer of destination provide items
collected from source Deliver the data to recipient
Character Development
Characters play important role in any game
Player Characters (PC) Packet Man
Packet Man
Character Development (contd..) Non-Player Characters (NPC)
Enemies Friends and allies
HackerOther Packet
Guidelines
Aid to the appeal of the game
Appropriate and adequate guidelines provide feedback to players
Game World
Packet Man game world is basically Internet World
Game World includes source and destination hosts, routers and cables different TCP/IP layers and header items different types of routes like congested, broken
and long routes different characters
Game World (contd..)
Key Locations Source Routing Office Tunnel Destination
Physical Objects Header items Shield Information screens
Game World (contd..)
Travel can help player explore and understand game world
The journey of Packet Man starts from source
Game World (contd..)
Alert provided for wrong approach
Game World (contd..) Packet Man needs to travel through tunnels
and routers that connect source and destination
Game World (contd..)
Inside Router
Game World (contd..)
Going to Destination level
Game World (contd..)
Packet Man completes the journey by reaching the destination
3D Game Studio
Model Editor: Develop single unit for the game
Level Editor: Merge unit to make levels Script Editor: Write scripts to provide game
control through scripting language
Playtesting
Playtesting: A Process
A design process to test if the game reaches desired player experience goals
Initial playtesting involves self testing When game is playable the ideal playtesters are
people representing the target audience Selecting diverse playtesters allows for a wider
range of feedback
Conducting a Playtesting Session Introduction Warm Up Discussion Play Session Discussion on Game experience
Feedback
Feedback forms containing a list of questions were given to each user
This method allows for high quantitative feedback
Types of questions on feedback form In-Game questions Post-Game questions
In-Game Questions
Used to uncover anything confusing to the player while navigating through the game
Reasons for players’ choices
Effects of making those choices
Post-Game Questions
General Questions First impression of the game
Formal Elements Address the structure of the game
Dramatic Elements Address the emotional involvement of the player
Post-Game Questions (contd..) Educational Elements
Questions regarding the educational aspects of Packet Man
Helps understand effectiveness of exploring learning through games
Helps improve the game design
Post-Game Questions (contd..) Rules and Interface
Questions relating controls and instructions of the game
End of Session Questions concerned with overall impression of
the game
Design Changes
First prototype focused on dramatic elements Design was changed to built a game with
funativity elements aiding educational elements
Design changes based on playtesting feedback to enhance game play
Design Changes
The hacker was redesigned to be more aggressive
Music of the game needed to be revamped Player feedback increased by adding more
signboards Direction arrows help player along the right
path
Conclusions
Learning through games is an effective method
Players “learn by doing” in the virtual world The motivation to learn through playing
games is high The ability to retain such knowledge learned
will be high One vital element of game is amount of
feedback given to player
Conclusions contd.
The success of an educational game depends on an interactive storyline accurate scenarios how closely the player identifies himself with the
character
Future Work
Make Packet Man a multiplayer game Emphasize more on the correctness of the
game Adequately detail in-game elements
References
Backlund, P., Engström, H., and Johannesson, M., “Computer Gaming and Driving Education,” Proceedings of the workshop Pedagogical Design of Educational Games affiliated to the 14th International Conference on Computers in Education, 2006.
Fullerton, Tracy, “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” 248-276. Morgan Kaufmann, 2008.
Mendoza, O., “Training Soldiers with ‘America’s Army’,” Soldiers, Official U.S. Army Magazine 63(9): 15 September 2008.
Merrilea, Mayo., “Creating a Science of Games,” Communication of ACM 50(7): 30-35 July 2007.
Oblinger, D., “Simulation, games and Learning,” EDUCAUSE Learning Initiative White Paper, May 2006.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., Lopez, X., Lopez, V., Rodriguez, P. and Salinas, M., “Beyond Nintendo: design and assessment of educational video games for first and second grade students,” Computers and Education 40(1): 71-94 January 2003.
Shaffer D. W., Squire K. A., Halverson R., and Gee J. P., “Video games and the future of learning,” Phi Delta Kappan 87(2): 104–111, 2005.
References
Smith, R., “Game impact theory: The five forces that are driving the adoption of game technologies within multiple established industries,” Accessed online August 26, 2008 at http://www.modelbenders.com/ papers/RSmith_SimTecT07.pdf
Susi, T., Johannesson, M., and Backlund, P., “Serious games – An overview,” Technical report, University of Skövde, Sweden, 2007.
Van Eck, Richard, “Digital game-based learning; it’s not just the digital natives who are restless,” EDUCAUSE Review 41(2):16-30, 2006.
Wong, W. L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H., and Ritterfeld, U., “Serious Video Game Effectiveness,” Proceedings of the international conference on Advances in computer entertainment technology, ACM International Conference Proceeding Series 203: 49-55, 2007.
3dgamestudio game development system, http://www.3dgamestudio.com/