exploring learning through games

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EXPLORING LEARNING THROUGH GAMES. Kottu, Lal Maredia, Nazia Patel, Vishal Sharma, Manan. Outline. Introduction Methodology Game Development Playtesting Conclusion References. Introduction. Overview. Rapid rise in the popularity of video games. - PowerPoint PPT Presentation

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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/

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