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Game On: accessible serious games for offenders and those at risk of offending

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Game On: Accessible Serious Games for Offenders and those at Risk of Offending David J. Brown, Nicholas Shopland, Steven Battersby, Alex Tully and Steven Richardson. Computing and Informatics Team, School of Science and Technology, Nottingham Trent University, Clifton Lane, Nottingham, NG11 8NS. David J. Brown is Professor of Interactive Systems for Social Inclusion at NTU. He is EU Project Coordinator for the Game On and GOAL projects to develop Serious Games for offenders learning basic skills; and people with learning disabilities and sensory impairments learning work based skills. Email: [email protected] Nicholas Shopland is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has a particular interest in the development of serious games engines for people with disabilities. Steven Battersby is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has a particular interest in the user centred development of assistive technology. Alex Tully is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has developed accessible games mods for people with disabilities. Steven Richardson is the Prison Project Officer at the Birmingham Institute for the Deaf. Acknowledgements: The Game On project has been part funded by the EU Life Long Learning Programme: Project Number – 229542-CP-1-2006-1-UK-GRUNDTVIG-G1
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Game On: Accessible Serious Games for Offenders and those at Risk of Offending David J. Brown, Nicholas Shopland, Steven Battersby, Alex Tully and Steven Richardson. Computing and Informatics Team, School of Science and Technology, Nottingham Trent University, Clifton Lane, Nottingham, NG11 8NS. David J. Brown is Professor of Interactive Systems for Social Inclusion at NTU. He is EU Project Coordinator for the Game On and GOAL projects to develop Serious Games for offenders learning basic skills; and people with learning disabilities and sensory impairments learning work based skills. Email: [email protected] Nicholas Shopland is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has a particular interest in the development of serious games engines for people with disabilities. Steven Battersby is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has a particular interest in the user centred development of assistive technology. Alex Tully is a researcher in the Interactive Systems Research Group at Nottingham Trent University. He has developed accessible games mods for people with disabilities. Steven Richardson is the Prison Project Officer at the Birmingham Institute for the Deaf. Acknowledgements: The Game On project has been part funded by the EU Life Long

Learning Programme: Project Number – 229542-CP-1-2006-1-UK-GRUNDTVIG-G1

Abstract The aim of the Game On project is to adapt and create highly engaging and motivating serious games to teach employment skills to prisoners, ex-offenders and those at risk of offending (termed offenders). The target audience first trialed existing serious games with work based educational content to identify their limitations and to highlight gaps in provision. From this a development plan evolved for the adaptation of these materials and the creation of new materials using 3D games ‘mods’ to teach induction information to prisoners in an accessible format. Games features include an ability to personalize educational content, locale detection for use in a variety of countries, accessibility features including signing tracks and closed captions and accompanying activities for a blended learning approach. Retrial of these serious games and games ‘mods’ with trainers and offenders found that they provided positive measures of engagement and effectiveness. Keywords: Serious games, offenders with disability, work skills, modding, personalization.

1. Introduction 1.1 Education and prisoners

Recent reports suggest that with in a prison population in the UK of around 80,000,

most inmates have a poor educational background. And what is seen is a re-

offending culture, with around 53% re-offending rates. (UK Ministry of Justice, 2006)

The UK Government’s Green Paper on Prisons states that a prime purpose of prison

should be to educate inmates and to urge closer co-operation between the prison

service and employers, to try to ensure prisoners gain the skills the economy needs

(HM Government Green paper, 2005).

Where pilot schemes have been introduced in work skills combined with a job offer

on release, re-offending rates are drastically reduced (BBC News online, 2005).

There is also a problem within the prison service due to the specific educational

needs of offenders. “There are now believed to be a record number of disabled

prisoners” (Prison Reform Trust, 2006). Alongside the increasing number of people

being sent to prison overall, there has been a substantial increase in the amount of

people sent to prison who are disabled. These disabled prisoners often face huge

disadvantages. They are rarely given equal access to prison activities. The root cause

of their problems is that they receive a “…lack of information on what facilities do

exist in different prisons [which] means they are not able to make informed choices”

(Prison Reform Trust, 2006).

This is a call repeated by individual projects working with prisoners with disabilities.

The Birmingham Institute for the Deaf (BID) runs a prison project to ensure that

Deaf and hard of hearing prisoners receive appropriate treatment during their

punishment. Deaf and hard of hearing detainees do not receive full access to health

care, disciplinary meetings, training or parole meetings (BID, 2007).

One potential solution to some of these issues is the development of

engaging and accessible serious games to teach basic and vocational skills

in prisons. Allowing these games to be personalized to the individual

learning needs of prisoners from a diverse range of educational

backgrounds and abilities will increase their potential for widespread

adoption. Harnessing the potential of games technology will also help to

provide easily accessible information on existing facilities to address the

root cause of the problems that prisoners with disabilities face at induction.

These are precisely the aims of the Game On project, the use of games

based learning and games technology to provide education and information

to all prisoners to equip them for life during and after prison, and hence to

reduce their chances of re-offending. This is a pan-European project with

partners in the UK, Italy, Greece, Romania and Bulgaria, to promote

European co-operation in lifelong learning to develop products with potential

for use in different countries” (British Council, 2006)

1.2 The potential for serious games to educate and inform prisoners,

including those with disabilities

It is often stated that games are intrinsically motivational for most, if not all, people,

and that if the motivation for games can be exploited for education, learning will

happen almost without the individual realising it (Prensky, 2001; Whitton & Crerar,

2007).

Connolly and Stansfield (2007) define games-based learning (GBL) as

“…the use of a computer games-based approach to deliver, support and enhance

teaching, learning, assessment, and evaluation” (in Healy & Connolly, 2007). Down

(2008) states that GBL refers to different kinds of software applications that use

games for learning or educational purposes. Games based learning can also be called

‘serious games’, and these types of games can either be 3D immersive environments

or “simpler games such as quiz games” (Down, 2008).

There may be real benefits in using games for learning; “…research has shown that

learning is much more effective when the student has fun” (Koops, 2008). This is

one of the main reasons for using games to educate, as much more is learnt when

the student is enjoying the education. Another reason is “computer games provide a

good environment for learning because they are able to give instant feedback to the

players, which is highly beneficial for learning” (Prensky, 2001).

A review of Parallel Products held early on in the development of the Game On

project aimed to identify other GBL approaches used with offenders, serious games

accessible by people with a range of disabilities (cognitive, sensory and physical),

and serious games that both aimed to educate and inform.

The IST project HERO focused on the problem of how to reduce re-offending levels,

by assisting prisoners to make informed choices about personal health and education

while in prison, and to help offenders prepare for life outside prison (Cordis, 2004).

Testing of the National Learning and Skills Council project Quest (Brown et al, 2007)

found that young people at risk of offending would remain engaged in basic and work

skills education within 3D role play games for significantly longer than in other

activities designed to deliver the same learning objectives.

A growing body of research is emerging in the use of GBL approaches for people with

cognitive impairments. Saridaki claims that digital games can provide learning

environments that enable interactivity and learning initiative in students with

cognitive disabilities (Saridaki et al., 2007). Computer games can also have a

beneficial effect on choice reaction time (Standen et al 2006), decision making

(Standen et al, 2008) and memory (Brown et al, 2008a) in students with intellectual

disabilities, whilst Moreno and Saldaña (2005) found a significantly greater

improvement in the ratings of metacognitive abilities of a group of young adults with

severe intellectual abilities after repeated sessions using a computer assisted

thinking skills program.

Researchers are also addressing the needs of Blind gamers and those with visual

impairment. ‘Terraformers’ is playable by players who are blind, who can play the

game against sighted opponents using auditory navigation (Westin, 2004). Shanchez

and Flores (2006) also promote an auditory approach to navigation and interaction

to guide Blind players in a serious game to teach maths. Other researchers combine

audio signposts with rumble feedback from the Nintendo Wii Mote Controller to form

an effective navigation tool for use in virtual training environments (Evett at al,

2008).

CAVES have been successfully deployed in teaching in science and mathematics for

Deaf students (Futurelab, 2007). The virtual environments are arranged in a series

of stores which contain interactive learning activities in Mathematics and Science

based on the standard school curriculum” (Smile, 2008), and use ‘Mathsigner’ to

capture and record student’s signs as a real time communicational tool (Futurelab,

2007).

The ‘Brainfingers system’ enables game interaction via the muscles in the forehead

or brain waves (Game Accessibility, 2007). The software decodes these signals into

virtual fingers (Brainfingers), which trigger mouse and keyboard events (Brain

Actuated Technologies, 2005). The researchers claim that the software can control

most AAC software, educational software and video games (Brain Actuated

Technologies, 2005).

There have also been successful GBL approaches to providing induction based

information to learners. Researchers at the University of East London have developed

a library based induction game as a means of promoting or even offering services to

their users (NLB 2006, Moreno-Ger et al 2005)” (in Pimendis, 2007). Finally

researchers are currently applying the principles of universal design to the

development of serious games to teach work skills to people with a learning disability

(Brown et al, 2008b).

There is strong evidence therefore that serious games can be used to engage (and

re-engage) disaffected learners, that they are particularly useful when motivation is

low, that there is a precedent in using them with prisoners, that they can be used to

teach work skills, to provide information at induction, and that such games can be

made accessible to learners with a range of disabilities - all requirements for the

Game On project.

2. Project Game On: Adaptation of existing and creation of new serious

games for prisoners

2.1: Aims of Project

The aims of the Game On project are:

1. To adapt and create highly engaging and motivating serious

games

2. To ensure that the target audience is engaged in design,

implementation and evaluation

3. To continually evaluate the effectiveness and usability of the

materials and to incorporate these results into ongoing

design and development.

2.2 Method

In order to assess whether aims 1 and 2 were achieved, a mixed methods

design was adopted. This involved multi-centre scoping trials across five

countries (UK, Romania, Greece, Italy and Bulgaria) to determine the

limitations of currently existing serious games to guide their adaptation, and

the identification of new areas for development based of greatest identified

need. Aim 3 was assessed in a further cycle of testing to evaluate the

effectiveness, potential for engagement and usability of these adapted and

new games (Section 4).

An observational checklist and questionnaire was developed for use with

prisoners and trainers (Romania 50 prisoners in 2 prisons; Greece 10 young

people at risk of offending in 1 project; Belgium 2 trainers to support

prisoners and ex-prisoners; Italy 22 young people at risk of offending;

Bulgaria 5 trainers working with offenders).

The checklist recorded offenders’ characteristics (age, gender, educational

background, and disabilities), environment of use description, observations

on engagement, distraction, voluntary comments, usability issues and

pedagogical related observations.

The questionnaire asked offenders to rank and describe their preferences to

the existing serious games and preferences for further game development.

Questions aimed at trainers asked if any of the graphical themes were

inappropriate, which were appropriate to teach the learning objectives

(basic skills, personal development and work sustainability), instances

where the usability of the games could be improved, views on the potential

of these games to promote the engagement offenders, and how the games

could fit into a blended learning approach. Additional scoping exercises were

carried out in the UK (in depth scoping with prison officers at HMP Winson

Green) to identify gaps in provision.

The serious games trialed were from the Interactive Systems Research

Group’s catalogue to develop basic and work skills in people at risk of social

exclusion, products from national and European multi-partner projects

(viewed at http://www.isrg.org.uk/sw).

2.3 Results from multi-centre trial and in depth scoping exercises:

The collated results from the trial are shown in table 1.

Questions to Trainers regarding Limitations of existing games

Collated answers

1. Were the Graphical themes appropriate for your target group?

13 appropriate, 5 OK

2. Are any changes needed to the presentation of each game?

Attention to accessibility and clear tasks/instructions

3. Are there elements of game play you would like changing (e.g., diffusing of the bombs)

Some of the themes caused concerns – such as bombs in Bomb Squad.

4. List the games you feel most appropriate to teach Basic Skills

Hangman Hell (with some concerns regarding the nature of the graphics) and Blackjack

5. List the games you feel most appropriate to teach Personal Development

13 Cheese Factory, 8 Blackjack, 6 Learning 2 Learn, 7 Bomb Squad, 6 Rob the Mob, 3 SA, 3 Hangman Hell, 2 Pantsgame.

6. List the games you feel most appropriate to teach Work Sustainability

7 Blackjack, 5 Hangman Hell, 4 Pantgame

7. Are the games appropriately challenging?

17 Appropriately Challenging, 1 too challenging

8. Are more instructions required to play the game

Yes for Pantsgame, Virtual Nightclub, Rob the Mob and Bomb Squad

9. Are there additional accessibility features that need to be added to the games? (such as audio prompts on buttons)

Regulate speaker in Bombsquad

10. Are the games of an appropriate size?

13 appropriate size, 4 last too long

11. Are your beneficiaries more engaged using these games than with other educational activities they usually undertake?

7 more engaged than usual, 3 the same as usual, 1 less than usual

12. What other learning activities, materials or pedagogical approaches would you use in conjunction with these games

Blended learning: competitions, essays, teamwork, other games, videos

13. How would you see these games fitting in with an overall lesson plan?

To attract and engage learners blended with traditional approaches and for reinforcement,

14. What themes for games would you like developed in the future and what subjects would these teach

Collaboration, communication, critical thinking. Computer skills, multiplayer for team work. Choose jobs suited to your personality/skills, how to spend/save money

Questions to Trainees regarding Limitations of existing games

1. Which games did you enjoy playing most?

32 Cheese Factory, 28 Bomb Squad, 21 Blackjack, 18 Rob the Mob, 13 Hangman

Hell, 13 Pantsgame, 5 Virtual Nightclub, 4 Shape Academy, 2 Learning 2 Learn

2. Are there any games you did not enjoy playing?

15 Bombsquad, 10 Pantsgame, 8 virtual nightclub, 6 Rob the Mob, 4 Blackjack, 3 Hangman, 2 Shape Academy, 2 2 Learning 2 Learn

3. Would you like to play the games in the future:

68 yes, 8 no (these negative responses mainly game from one specific testing group of young experienced game players)

4. What did you think about the graphics in the game?

11 very good, 20 good, 21 OK, 10 bad

5. Was it easy to understand how to play the game?

17 very easy, 18 easy, 23 OK, 5 hard, 1 very hard

6. The instructions in the game were easy to follow?

21 Always, 29 sometimes, 10 never

7. I need more instructions to use the game

7 never, 52 sometimes, 4 always

8. Do you have any other ideas for new games?

Faster games, easier instructions, simpler/better graphics, backgammon, poker. Ability to update content.

9. What subjects would you like to be taught using games

Maths, language, science, activities of daily living, introduction to jobs, sports and leisure, general knowledge

Table 1: Identifying limitations of existing serious games

The Game On multi-disciplinary project team considered the collated evaluation

feedback from offenders and trainers in an online meeting whilst bearing in mind the

overall goals of the project. The following conclusions were drawn regarding the re-

design requirements for adaptation of existing serious games to suit this target

audience.

2.3.1 Re-design Requirements for existing serious games:

1. Cheesefactory (Basic Skills), Rob the Mob (Work Sustainability) and Hangman

Hell (Personal Development) are chosen to deliver the educational content of

the project.

2. Where the graphical themes are considered too sensitive but can be altered

whilst retaining the theme of the game, these games are selected far

adaptation (e.g., Hangman Hell).

3. Where the graphical themes are considered too sensitive and cannot be

altered without loosing the theme of the game, these games are not selected

for further adaptation (e.g., Bomb Squad).

4. The games should be delivered with other recommended activities and

resources to deliver the curriculum in a blended learning approach recognizing

a wide spread of learning styles in a diverse prison population.

5. Personalization is important to cope with different EU languages and to allow

tutors to edit and create new content to meet the diverse learning needs of

offenders across Europe.

6. Attention should be paid to accessibility and usability issues in the adaptation

of these materials due to high levels of disability seen in prison populations.

7. Consideration in the adaptation of the games should be given to the typical

computer specification seen in the sampled prison and project environments

of this study; machines are typically at least several years old (some running

Windows 95) with slow processors, no internet connection and poor or absent

graphics cards.

2.3.2 Gaps in provision

Additionally in depth interviews were conducted in a UK prison to identify gaps in

provision for development of new serious games to tackle areas of critical need. It

was found that prisoners with disabilities face problems in accessing vital information

at induction. It was found that a 3D accessible games ‘mod’ could meet this

requirement to create greater access to first night, health care and employment-

based information.

Design Requirements for this Induction Tour were scoped with BID through meetings

with the Disability Liaison Officer at Her Majesty’s Prison (HMP) Winson Green. Each

area of the prison was covered in the visit, together with a description of the

processes involved in that area. From these descriptions the scripts were constructed

to cover the processes of induction in each key prison area. The general look and

layout of the prison was also documented and used for the creation of a generic

prison model.

Design requirements and features based on these scoping exercises are as follows;

the new serious game ‘mod’ should:

• Be accessible to people with a wide range of disabilities; with closed captions,

signing tracks, simple text and audio alternatives

• Be an immersive, engaging and interactive prison induction tour

• Contain all relevant information required by first time offenders, including

reception, first night centre, health care, work, education and exercise

• Contain subtitles in European partners’ languages

3. Adapted and New Serious Games for Offenders

3.1 Adapted Games to teach basic and work skills

It is important that the functionality of each of the serious games selected for

adaptation matches the re-design requirements identified in the trialing and scoping

exercises. The numeracy skills that Cheese Factory develops are shown in table 2.

Fractions, division and percentages

• Read, write and compare halves and quarters of quantities • Find halves and quarters of small numbers of items or

shapes • Read, write and understand common fractions • Recognise and use equivalent forms • Read, write and understand decimals up to two decimal

places in practical contexts • Read, write, order and compare common fractions and

mixed numbers • Find parts of whole number quantities or measurements

(e.g., 2/3 or ¾) • Recognise equivalences between common fractions,

percentages and decimals (e.g., 50% = 1/2., 0.25 = ¼) and use these to find part of whole number quantities

• Read, write, order and compare simple percentages, and understand simple percentage increase and decrease

• Find simple percentage parts of quantities and measurements

• Identify equivalences between fractions, decimals and percentages

Table 2: Numeracy skills developed by Cheese Factory

A primary re-design requirement from the trialing exercise is that the adapted games

should be able to be personalized. This is achieved in the adapted serious games

where dynamic language content is stored as Extensible Markup Language (XML) to

ensure it is human readable and human editable.

Cheese Factory provides locale detection (bg, el, en, it, ro; defaults to en) to ensure

the country of use is automatically detected and appropriate content is loaded into

the game using XML (xliff format). This information is stored for use as the start-up

value next time an offender uses the game. It is supplied in multiple formats (swf

(browser), exe (windows) & app (mac)) for widest application. Figure 1 shows some

of the game interfaces and game play from Cheese Factory.

Figure 1: Game interfaces and game play from Cheese Factory

Rob the Mob develops a range of work sustainability skills including presentation,

time-keeping, loyalty and commitment, personal hygiene, planning your route to

work, first days at work, company hierarchy, training and development, dress codes

and your rights at work.

Again it provides locale detection (bg, el, en, it, ro; defaults to en) to detect the

country of use and uses this information to dynamically load the appropriate game

interfaces and educational content and use this information at start-up value next

time. A question and answer engine is supplied using XML to randomly generate

educational content, and this content is editable and extendable by tutors using the

editor supplied with the game. Figure 2 shows some of the game interfaces and

game play from Rob the Mob.

Figure 2: Game interfaces and game play from Rob the Mob

Escapology:

In the initial trial the ‘Hangman’ theme was considered too sensitive for use in prison

(see table 1). As a result the redesign of this serious game is called Escapology and

all references to capital punishment have been removed. The game playing theme

now maps more appropriately onto escaping incarceration by gaining vital work

related skills.

Again the game allows locale selection for country of use and on the basis of this

dynamically generates appropriate interfaces and question sets via XML. An

additional ‘hints’ field has also been added as a clue to the personal development-

related word the learner is searching for. Escapology is provided in multiple formats

for cross platform use.

Figure 3 shows some of the game interfaces and game play from Escapology.

Figure 3: Game interfaces and game play from Escapology

An Offline Question Editor (environmental analysis requirement within prisons) has

been provided to allow tutors to create and edit content in these games. It provides

an intuitive interface (iconic rather that textual) that enables review, editing,

addition and deletion of question content. The editor ensures that file reading and

writing maintains the integrity of non Latin characters. Figure 4 shows some of the

interfaces of this intuitive editor.

Figure 4: Some of the interfaces of the offline editor

3.2 New games ‘mods’ as an induction guide for prisoners with disabilities

Given design requirements for the Induction Tour the design team recognized that a

3D games engine could provide an immersive, engaging and interactive prison

induction tour for the first few days of prison life. In order to do this a games ‘mod’

was created. ‘Mod’ or ‘modification’ is a term generally applied to PC games which

can be entirely new games in themselves. ‘They can include new items, weapons,

characters, models, textures, levels, story lines, music, and game modes’ (Wikipedia,

2008).

The Source Engine (Valve Corporation) was chosen to develop this mod because it

allows the use of closed captions (a major accessibility plus) and the character

models are realistic (important that the context is realistic).

The scoping visit to HMP Winson Green provided information for the creation of

environmental models and enabled scripts to be written to define the characters and

interactions to deliver the information needed at induction. Level sketches were

drawn up to aid the development of the modeling processes and scripts developed

via an interactive process with officers at HMP Winson Green.

The levels are all made up of a number of objects known as World Brushes. Textures

were sourced either from a texture pack or created using digital capture software at

prison visits. To create realistic prison lighting four lighting entities have been used

(light_spot, env_sprite, the basic light entity and a prop_static) in a number of

combinations to achieve a realistic balance. There are also over 38 separate audio

tracks embedded in the Induction Tour, nearly half for the purpose of narration, and

the rest for the use by the in-game characters.

Closed Captions “typically display a transcription of the audio portion of a program as

it occurs (either verbatim or in edited form), sometimes including non-speech

elements” (Wikipedia, 2008). The closed captions within the Source Engine are

similar to television subtitles, but also include other sounds like doors opening as

well as voice subtitles. Closed captions were added to the Induction Tour using the

‘GCFscape’ tool that enables browsing through the GCF files that are utilized by

Steam for game content storage (Valve Developer Community, 2008).

Choreography was added to the Induction Tour using the ‘Faceposer’ SDK Tool. It

has been used to create and manage facial expressions, lip-sync movements,

gestures and body animations, and the position of actors and map triggers in the

Induction Tour. Figure 5 shows some of the environment models, in game characters

and signing tracks created for the Induction Tour to match the scoped design

requirements.

Figure 5: Environment models, game characters and signing for the Induction Tour

4. Evaluation of the adapted and new serious games by trainers and

beneficiaries

Inline with previous studies to assess the potential of serious games to engage and

be effective tools for beneficiaries with low skills levels a mixed methods approach is

adopted (Brown et al, 2007).

4.1 Method

Ten separate trials were carried out in five countries (England, Bulgaria, Greece,

Italy and Romania). Methods included questionnaires (trainers), structured

interviews (offenders and a sub set of trainers), observation (offenders) and usability

test reports (project development partners). Details of the overall evaluation

strategy are shown in table 3, where the selected methods are related to the original

goals of the Game On materials.

All sections of the target audience of the Game On materials were targeted in the

trials, including offenders, ex-offenders and young people at risk of offending (all

potentially with disabilities), as well as adult education trainers and prison officers

(termed trainers) who are the ‘gate-keepers’ to the future use of these resources.

Trials took place in prisons (2), in education and rehabilitation projects for ex-

offenders and young people at risk of offending (3) and adult education training

centres working with offenders (5).

Goal Planned type of evaluation

Details of plan

1. Engagement and Motivation

Questionnaire and structured Interview

• Record user characteristics, details of testing environment, give instructions on tasks to be performed and background to the project

• Make clear to participants that this is a voluntary trial and they can stop the session at any point they wish

• Ask offenders and trainers to trial Cheese Factory, Rob the Mob, Escapology, the offline editor and the Induction Tour

• Ask Trainers to fill in the questionnaire • Record number of times offenders

voluntarily played the games • Ask beneficiaries to comment on whether

they enjoyed playing the games or not • Ask sub set of trainers to comment on

the potential of the Virtual Induction Tour to engage offenders in induction information at a time of stress

2. Effectiveness

Questionnaire and Structured Interview

• Record user characteristics, details of testing environment, give instructions on tasks to be performed and background to the project

• Make clear to participants that this is a voluntary trial and they can stop the session at any point they wish

• Ask offenders and trainers to trial Cheese Factory, Rob the Mob, Escapology, the offline editor and the Induction Tour

• Ask Trainers to fill in the questionnaire • Ask beneficiaries to comment on what they

have learnt in using the games in categories of basic skills, personal development and work sustainability, and track other comments relating to effectiveness.

• Ask sub set of trainers to comment on the effectiveness of the Virtual Induction tool in delivering induction information and their likelihood of using it as a training tool

3. Usability Questionnaire,

Structured Interview and Test Reports

Questionnaire/Structured Interview: Trial games and tour as above with trainers and offenders Use checklist to categorize and record specific usability issues Test Reports: Trial games and Induction tour with Game On Development Partners using detailed test plan Email usability report to recreate any usability issue for correction

Table 3: Overall evaluation strategy

The questionnaire for trainers is shown in table 4. Trainers were asked to use a

rating scale to record their responses to each question. The questions related to the

potential of the serious games to engage their beneficiaries (questions 3 and 4), and

their views on the effectiveness of these materials (questions 1, 2 and 5) and,

related to this, the likelihood of them using these materials in the future or

recommending their use to other trainers.

1 To what extent is this product relevant to your needs? 1 2 3 4 5 6 7 8 9 10

2 To what extent is it relevant to the needs of your students? 1 2 3 4 5 6 7 8 9 10

3 To what extent did the students engage with the games? 1 2 3 4 5 6 7 8 9 10

4 To what extent did the students remain engaged with the games? 1 2 3 4 5 6 7 8 9 10

5 To what extent did they support your work with the learning objectives they contained? 1 2 3 4 5 6 7 8 9 10

6 How likely are you to use them again with students? 1 2 3 4 5 6 7 8 9 10

7 To what extent would you be able to recommend the games to other professionals? 1 2 3 4 5 6 7 8 9 10

8 To what extent would you be able to recommend use of games as a pedagogical to other professionals working with your target group? 1 2 3 4 5 6 7 8 9 10

Table 4: Trainers’ Questionnaire to assess attitudes to adapted and new serious games for offenders

A post immersion interview was used with offenders to structure comments

regarding engagement and effectiveness of the serious games. Questions included

what they enjoyed or didn’t enjoy about playing the games, what they had learnt in

playing the games, and any usability issues they had encountered (backed up by

observation of the interviewer). Usability test reports were also returned by project

technical partners throughout the development cycle of the materials to identify

functional and usability issues for correction in iterative development.

4.2 Results

Table 5 shows the collated trainer responses to the questionnaire on engagement

and effectiveness.

Table 5: Trainer responses to questionnaire on attitudes to adapted and new serious games

Twenty six (26) trainers took part in a total of ten (10) international trials. Since

participation was voluntary not all trainers who participated responded to every

question (and hence collated responses to each question is sometimes less than 26).

Rating Question

1 2 3 4 5 6 7 8 9 10

1

0 1 2 1 2 1 4 7 6 0

2 0 1 1 2 1 1 2 7 5 4

3 0 0 0 1 0 1 1 1 2 5

4 0 0 0 0 2 1 3 0 1 4

5 0 0 0 0 0 0 3 9 5 7

6 0 2 0 1 1 0 7 6 7 2

7 0 0 0 0 1 3 4 6 4 7

8 0 0 0 0 0 2 3 8 7 5

For the offenders taking part in the trials all responses in structured interviews have

been collated in categories relating to engagement, effectiveness and usability and

these are shown in table 6.

Category of Interview Question

Response offered by Offenders

Engagement Learning Works Pilot, Nottingham, UK: ‘Makes me more confident about what I’m doing’ ‘I don’t like learning from games. Liked Rob the Mob however’. ‘Cheese factory – it’s like a real game with music’ At HMP Hewell, Redditch, UK: ‘Games made it fun to learn’ ‘Enjoyed playing them and anyone using them should be able to have fun and learn at the same time’. ‘I’d use them again because you can change the content’ ‘I like the gambling aspect – if you’re not sure of the answer you bet less’ ‘It’s fun learning this way and keeps your brain working without distraction’ ‘I wouldn’t play again but others who need help with basic skills might like to’ ‘I don’t think they could get any better I enjoyed them’ ‘Cheese Factory is like Tetris and I like the layout for Rob the Mob’ ‘Learning is easier when it’s fun’. Avolona Prison, Athens, Greece: ‘Learned things in an entertaining way ‘They are nice, informative and useful’ ‘I did not like it in general’ ‘It involves gambling’ ‘The games are entertaining’ ‘You learn new things in an entertaining way’ ‘I liked the games’ ‘While playing the games time goes by in a pleasant way’ ‘New content would be more interesting’

Effectiveness and pedagogical related comments

Learning Works Pilot, Nottingham, UK: ‘Because it’s private and don’t have to share with anyone else – just the computer’ ‘Learnt about the number of working hours’ ‘Good because it tells you about interviews’ ‘Prefer to read than play games’.

‘(Learnt from) Preparing for Employment - it showed where I went wrong’. ‘Tricks you into learning and takes your mind off (other things). Allows you to get things wrong’. At HMP Hewell, Redditch, UK: ‘Rob the Mob and Escapology – good games – teach you things about people’ ‘Liked playing games – helped them to learn at own pace while having fun’ ‘Personal skills taught – gambling’ ‘Games are good for people who need a simple start in learning a topic’ ‘Wouldn’t use them again myself – below my ability’ ‘Very good for people with lower ability though’ ‘Haven’t learned anything but if they’ve been made by Deaf people well done’ ‘Worthwhile tool if used alongside other materials’ ‘It’s a good way to learn because it makes learning interactive and the games are like Tetris, Hangman and cards’ ‘You can learn about starting or going back to work and brush up on your maths’ ‘Cheese Factory worked my brain in the same way Tetris does’ ‘I’d play it again with harder questions’ ‘Rob the Mob looks easy but you would need to have prepared in advance to know some of the answers e.g. Employment rights’ ‘Games let you think about what you’re learning in a different way’ ‘Playing the games tends to make things stay in your head’ ‘I think these games would be good for people with learning difficulties’ ‘I would like to learn more’ ‘I’ve learned maths can be made interesting’ Avlona Prison, Athens, Greece: ‘Learned useful things for work, how to be better in my job, my rights’ ‘Someone who does not like studying can learn through the game’ ‘Help in learning without making you tired’ ‘The games gives you the interest in learning’ ‘To learn better’ ‘It helps me think’ ‘Helped me become better in my job’ ‘Learned about my rights’ ‘Learned how to dress at work, my schedule and salary benefits (last comment are benefits according to the Greek Labour Law)’ ‘I should be on time to work and respect the people older than me’ ‘How to protect myself by using my contract’ ‘To be good in my job’ ‘To think about me in a work environment’

Usability Learning Works Pilot, Nottingham, UK: ‘Need more clues for Escapology’ At HMP Hewell, Redditch, UK: ’ Cheese Factory too simple – good for younger people though’ ‘Instructions about right’ ‘I enjoyed the different levels of difficulty, the simplicity of the games and that they make learning fun’ ‘I’d like more on screen instructions on game play’ ‘To make it better to play could you make the buttons you need to click stand out more?’ ‘Can you make the game play instructions easier to understand and translate into more languages?’ ‘You would need to make changes for dyslexic and dyscalculic people’ ‘Can they be made to go faster? Or multiple players/league play?’ ‘The Cheese factory game ends quickly’ ‘Easier terminology (most trainees who mentioned this belonged to Group A – ex-offenders)’ ‘Faster gameplay’ ‘To be able to have multiplayer options’

Table 6: Offenders’ responses in interview in prisons and offender related projects

A subset of trainers also provided feedback on whether the Induction Tour had

satisfied its original design requirements scoped in prison environments. These

comments included whether it was likely to engage at a stressful time, its

effectiveness (contains the correct information) and whether the tour was accessible

by prisoners with disabilities. Trainers were also asked to indicate the likelihood of

use of the Induction Tour in training prisoners with disabilities (Table 7)

Goal of Induction Tour Trainer comments Accessibility/Usability ‘Subtitles - need to be darker (to) ensure can see

subtitles clearly, especially for people with eye problems’ ‘Voiceover - Needs to be clear and bold (louder), currently the male speakers "S" are difficult to pick up’. ‘It would be nice if the tour could follow a person rather than using hawk eyes - I feel this would be more help for the prisoner as he is under a lot of stress at this time so if he has a virtual character to watch it would help’. ‘At the end of the Tour, Key Information - Should include voiceover and signing’ ‘If possible to be on a loop (start to play again after the end of the programme)’ ‘In some areas the movement between rooms was uncomfortably speedy – it had a strange affect on my eyes and brain! The voice over is also too fast at times and it would be hard to take the information in from it - these are minor points though’ ‘The Tour’ could be improved with sketches of what is being narrated. For example when explaining the different jobs available in the prison, the Tour could show people performing this kind of work (for people with a cognitive disability)’. ‘Maybe the walking through prison should be slower’

Engagement/Immersion ‘It’s in a format that they won’t be expecting but which they will identify with if they are used to playing computer games’ ‘I actually found it quite creepy – but in an engaging way! I think it would appeal to their dark side!’ ‘The Tour is informative and attractive as it is a quite unordinary approach regarding Bulgarian prisons and other institutions working with offenders. Moreover, the Tour stresses the ‘doing’ and challenges the common opinion that prison is a place where to hang about’. ‘The Tour is a fine gesture, a gesture of care, it most likely to engage them’ ‘Yes, presentation style is appropriate to offenders’ ‘The 3D presentation is quite friendly’

Effectiveness – Relevant Information

‘Uniform - Not appropriate for the prison’ ‘Any more detail would be hard to take in – especially on arrival at prison which is a stressful time and often busy and crowded’. ‘It is in keeping with induction videos I’ve seen and information given on a tour of Birmingham Prison’ ‘I don’t think it would help them to settle as it’s too short and factual, however it will give Deaf prisoners information they wouldn’t get otherwise and I do think it will help them’. ‘Yes because the Tour gives the first and overall

impression what would be their life in prison next months, years’ ‘Yes, it would definitely be a good induction to have, especially to first time prisoners with disabilities’. ‘It would be very helpful for a first time offender because it presents information important to them and most importantly this information is about what is going to follow’ ‘The general information is correct’ ‘Maybe more information are needed regarding relaxing possibilities: watching TV, reading books or newspapers’ ‘The Tour offers very important information for a first time offender’

Likelihood of use ‘I look forward to having one so we can put it straight into use’. ‘Overall I thought it was excellent and I was very impressed’.

Table 7: Trainers’ reactions to the Induction Tour

4.3 Analysis

The potential of the serious games to engage offenders with disabilities was assessed

via trainers’ questionnaires (Qs. 3 and 4), offenders comments in structured

interviews, and trainers’ feedback specifically concerning the Induction Tour.

Not all trainers responded to question 3 (11/26). Those who did believed that their

students did engage to a very high degree with the games (Median response 9). The

lowest comment was ranked at 4, showing that there were no beneficiaries who were

completely unengaged with the games. Responses to question 4 (11/26 trainers

responded) show that once the beneficiaries were introduced to the game they

remained focused on the task (median response 7). Four trainers ranked the

beneficiaries (4/11) as remaining wholly engaged with the games throughout the

trial.

Beneficiary comments often mentioned the fun, enjoyment and entertainment

aspects of the games. Some referred to the similarity to real games (i.e. commercial

games with an entertainment focus). Several beneficiaries stated that they did not

like learning from games, preferring other more traditional approaches to learning

and sometimes mentioned that they felt a games approach to learning was not age-

appropriate to them. This is an important finding. It is highly likely in such a

heterogeneous population that learning styles are likely to vary and that for some

learners a games based learning approach will not be appropriate. In the Game On

project the overall approach is one of blended learning where the serious games are

combined with other good practice materials to deliver this work based learning

curriculum (including work practice and experience, websites, DVDs, books etc.)

Offenders revealed a sensitivity to some of the game playing themes (e.g.,

gambling), some responding positively to these popular culture themes, whilst others

were not sure of the appropriateness of such themes. Some of these concerns were

highlighted in the original trial to identify limitations of previously existing serious

games and themes ‘watered down’ to the satisfaction of trainers. Again the blended

learning approach and having a variety of games will help here too – allowing

trainers to select other learning materials or other game genres that will not arouse

such sensitivities.

The trainers’ comments regarding the Induction Tour highlight the novel use of the

3D games ‘mod’ as likely to engage prisoners, an approach that they can identify

with and one likely to appeal to them.

Trainers’ provided responses regarding the effectiveness of the serious games (Qs.

1, 2 and 5). Trainers found the serious games very relevant to their training needs in

prison (24/26 responses, median 8) and to the needs of their beneficiaries (24/26

responses, median 8). They also found that the learning objectives embedded in the

games were highly relevant to their training needs (24/26 responses, median 8).

The next set of responses from trainers (Qs. 6, 7 and 8) also provide a measure of

the effectiveness of the games in that they asked trainers about likelihood of future

use. It is highly likely that the trainers will use the games in the future (all trainers

responded, median 8). They are also very likely to recommend there use to other

professionals (25/26 respondent, median 8). They are also convinced that this is an

appropriate pedagogical approach for this target audience (25/26 responded, median

8).

Beneficiary comments regarding effectiveness highlight new areas of employment

related knowledge (appropriate dress, employment rights, preparing for

employment, interviews). Other comments reveal pedagogical insights into the

effective use of serious games in this context. One beneficiary commented that it

was a private learning experience and that he didn’t have to share the experience

with anyone else – just the computer. This opportunity for peer pressure free

learning has long been noted by other researchers investigating the role of

interactive 3D environments for people with disabilities (Cromby et al, 1996).

Comments were also made which showed that beneficiaries were using the games to

reflect upon past mistakes in work related work practice (‘it showed me where I went

wrong’).

Similarly other comments illustrate the mechanism of the games based learning

approach (‘Tricks you into learning and takes your mind off’, ‘Allows you to get

things wrong’, ‘Cheese Factory worked my brain in the same way Tetris does’,

‘Games let you think about what you’re learning in a different way’, ‘Playing the

games tends to make things stay in your head’) and the motor that drives the

acquisition of skills and knowledge (‘I’ve learned maths can be made interesting’,

‘The games gives you the interest in learning’, ‘Someone who does not like studying

can learn through the game’).

There is a consensus in the trainers’ comments that the Induction Tour contains the

relevant information for a prisoner at induction (e.g., ‘In keeping with….the

information given on a tour of Birmingham Prison’, ‘because it presents information

important to them’, ‘The Tour offers very important information for a first time

offender’). There is a conflict of opinion regarding the run length time of the Tour

(‘Any more detail would be hard to take in’ versus ‘I don’t think it would help them to

settle as it’s too short and factual, however it will give Deaf prisoners information

they wouldn’t get otherwise’). Tellingly the first trainer notes that the depth of the

information offered is appropriate given circumstances in which it is being offered

(‘that this is especially the case at a stressful time’) and this was an important

consideration when the information was scoped in visits to HMP Winson Green. A

final measure of effectiveness of the Induction Tour is its likelihood of use and in this

end it has already been requested (and supplied) for use in induction training at HMP

Winson Green for prisoners with disabilities.

The final goal of the system – to continually assess the usability of the Game On

materials and to use this information in iterative development – collated and

categorised major usability issues from feedback from trainers (questionnaires, test

reports and feedback) and offenders (structured interviews). These usability issues

(navigational, accessibility, cognitive processing load etc.) were corrected throughout

the iterative development process upon identification by the project partners.

5. Conclusions

The Game on project has developed a suite of serious games to teach basic, personal

development and work related skills, as well as to provide accessible information at

induction using a 3D games ‘mod’. These materials are usable by prisoners, ex-

prisoners and those at risk of offending in a variety of European countries (UK, Italy,

Romania, Bulgaria and Greece) via the provision of locale detection, whilst education

content can be added, edited and scaled to cope with a heterogeneous prison

population with a high proportion of prisoners with learning disabilities using in built

content editors and Extensible Markup Language. In a prison population with an ever

growing number of prisoners with disabilities accessibility is paramount, and game

features include BSL signing tracks, closed captions and audio tracks.

Several major issues have been encountered when attempting to use serious games

in this context. Firstly their use is often viewed mistakenly as a reward. Offenders

who engage in work related learning are much less likely to re-offend and games

have proved particularly effective in re-engaging learners with low motivation. Given

the heterogeneity of the target population it is also unlikely that games (or even

games of a particular type) will be an appropriate instructional model for all

prisoners. The Game On materials are correspondingly offered with other learning

materials to form a blended learning approach.

The theme of the games offered is particularly important. Both trainers and prisoners

displayed sensitivities towards some of the game themes trialed (e.g., gambling and

punishment), even when these themes were considered ‘light’ in comparison with

many of the overtly violent themes in contemporary computer and video games.

The environment of use is also a potential barrier to their use. Environmental

analyses revealed that computers were typically old, with slow processors, absent or

poor graphics cards and rarely allowed online access. All these factors should be

taken into account in the design of serious games in this context and will inevitably

affect how they are viewed by the target population who will have high expectations

if they have played contemporary video and computer games.

It is pleasing to report that the Induction Tour has already been requested for use in

training in prisoners with disabilities and that all other Game On materials are

available for download from http://gameon.europole.org/ or by contacting the

authors for offline versions.

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