developing serious games siie 2013, viseu, portugal
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Developing Serious Games
International Simposium of Informatics Education(SIIE 2013), Viseu, Portugal
Baltasar Fernandez-Manjon, [email protected] , @BaltaFMe-UCM research group, www.e-ucm.es http://slideshare.net/BaltasarFernandezManjon
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e-UCM group and projects‣ CS Professor at Complutense U.
• Director of e-UCM‣ e-UCM research group about
Learning technologies• www.e-ucm.es• 15 researchers• Serious games
- Application to the medical domain
Based on our experience in creating and evaluating serious games
Serious games definition
‣ “any meaningful use of computerized game/game industry resources whose chief mission is not entertainment”
- Sawyer, B. (2007). The "Serious Games" Landscape. Presented at the Instructional & Research Technology Symposium for Arts, Humanities and Social Sciences, Camden, USA.
‣ “A mental contest, played with a computer in accordance with specific rules, that uses entertainment, to further government or corporate training, education, health, public policy, and strategic communication objectives.”
- Zyda, M. (2005). From Visual Simulation to Virtual Reality to Games. Computer, 38(9), 25-32 (pp. 26)
Games as educational tools‣ Video games can be instrumental in
acquiring abilities and skills like• Spatial perception and recognition• Development of visual discernment and
separation of visual attention• Development of inductive logic• Cognitive development in
scientific/technical aspects• Development of complex skills• Spatial representation• Inductive discovery• Iconic code construction• Gender constructionAguilera M de, Mendiz A. Video games and education. Computers in Entertainment. 2003;1(1):10
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Serious Games use?
‣ Serious Games have probed to be educationally effective in several domains
• Medicine, military, business, corporate training
‣ But still is a low adoption of Serious Games in mainstream education
‣ Serious Games considered usually as a complementary content
• Mainly used for motivational purposes• No actual impact on the final mark
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Serious Games?The NMC Horizon
Report: 2013 Higher Education Edition
Time-to-Adoption Horizon: Two to Three Years
‣ Games and Gamification
But not present in the 2013:
‣ Latin American Higher Education
‣ K-12 Edition
http://www.nmc.org/publications/
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Science Pirates, http://sciencepirates.com/
ReMission
Intended for young people with cancer and oral chemotherapy
(Cole, S.W. et al 2012), (Kato, P.M, 2008) • effective tool that supports
treatment adherence • sense of power and control
over their disease
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Learn how to be a teacher
Educational videogames challenges
‣ Identification of more large success cases • including scientific and formal evaluation
‣ Scalability and maintainability • reducing initial cost and TCO
‣ Take into account curriculum and involve educators
• Teachers are a key element in games use
‣ Include student evaluation into games
‣ Actual application in real educational settings• Taking into account current technical
infrastructures
Serious games: our vision‣ Wikipedia approach to serious games
• Reduce the cost of creating games
• Produce games that can be reused
• Simplify the integration of games in the pre-existing e-learning infrastructure
• Provide user with easy to use tools to create the games
• Apply first to domains or problems with clear added value
¿Serious games?
Margolis JL, Nussbaum M, Rodriguez P, Rosas R. Methodology for evaluating a novel education technology: a case study of handheld video games in Chile. Computers & Education. 2006;46(2):174–191.
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Scratch: visual programming
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Gamestar Mechanic
eAdventure game platformOpen code authoring environment for the production of point-and-click adventure games & immersive learning simulations
Multiplatform, Multilingual, now moving to HTML5 and tablets
Oriented to educators
No programming required
http://www.chermug.eu
With MGH-Harvard Universityhttp://first-aid-game.e-ucm.es
With ONT, educ@ONT
Games for English practice
Download from e-ucm or from CATEDUhttp://catedu.es/webcatedu/index.php/descargas/e-adventures
Other games
Based on The Foolish Lady by Lope de VegaThe game is available at http://damaboba.e-ucm.es/ and in Google Play
La Dama Boba
Game to learn XML basicsPlay at http://bit.ly/LiS-XML
Lost in Space
$300
$8K
$3K
$25K
eAdventure games
Science Pirates
Immune Attack
AAA games
Cost per minute of play
Educational videogames
‣ learning-by-doing‣ problem solving‣ narrative features‣ keep flow states
‣ …but (educational) games are difficult and costly to create and it is difficult to integrate all the required expertise
Educational Game Development Approach
Torrente et at (in press) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education. IEEE Transactions on Learning Tecnologies.
Domain experts
‣ Have the knowledge of the subject• Could be familiar with problems in learning
‣ Usually teach to others (training, mentor, etc.)
‣ Usually not open to learn new ways to describe their knowledge
‣ Don´t know how to create games
Game authoring
‣ Complex procedure
‣ Generally involves several different experts: • Educational expert, domain expert, game
programmer• Communication problems
‣ No predefined process• More an art than a science
‣ Open questions• Maintenance, new versions with required
educational changes, etc
Sample games
Important that domain experts, educational designer and programmers have similar expectations
=
Improving collaboration
Knowledge explicitation known by the expert
‣ Case-based teaching‣ Problem-based learning
Simple representations ‣ Correct knowledge‣ Common errors‣ Incremental process
Rapid prototyping‣ Expert play it to check it
Cases and flow diagrams
‣ Specific cases: Easy to communicate
‣ Flow diagrams: Understandable by everyone
‣ Establish game flow and other requirements
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Game elements
Game designers propose game elements + game mechanics
Rapid prototyping
‣ eAdventure allows progressive addition of multimedia resources
‣ Easy to test concepts before capturing resources
‣ Reduces changes to resources, which are the costliest part of development
Assets & prototyping
Evaluation Questions for Serious Games
‣ Does it work? (beta-testing)‣ Is the content accurate and appropriate for target
audience? (content review)‣ Is it easy to use and easy to learn to use? (usability-
navigation)‣ Is it compelling/engaging for the target audience?
(realism, satisfaction)‣ What are the learning goals? (learning)‣ How well do the learners achieve those goals?
(learning)‣ What else are they learning? (learning)‣ Does it track the learner’s performance? (learning
management system)http://simworkshops.stanford.edu/06_0626/pdf/Evaluating_serious_games.pdf
Educational Game Development Approach
Torrente et at (in press) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education. IEEE Transactions on Learning Tecnologies.
Case study:First-aid game‣ Game to teach first aid (or basic vital
support) to high-school students
‣ Developed in collaboration with medical professionals and educational experts
‣ Three basic situations• Choking• Heart attack• Unconsciousness
‣ Based on accepted international medical procedures (ILCOR'11)
http://first-aid-game.e-ucm.es
First-aid game
Individual scores to make students visit all paths
Random changes to encourage replayabilityDifferent media to transmit and reinforce
knowledge
Evaluation of the first-aid game‣ 342 high school students, 4 different middle
and high schools‣ Control group with 2 emergency medical
doctors
Experiment group
‣ After a short introduction of the game students play for up to 50 minutes
Control group
‣ Best educational situation available‣ Same time but with 2 emergency medical
doctors • A medical mannequin• An automatic defibrillator
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Results: acceptance
‣ Students‘ opinions based on tag cloud selection
BoringFun
UselessUseful
DifficultEasy
ComplexSimple
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112
40
36
7
1
0
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Results: learning
‣ Pre and post test to evaluate student knowledge
With the game
Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF, Giménez Valverde A. Video-game instruction in basic life support maneuvers. Emergencias. 2012;24:433-7.
Discussion
‣ Games are not the silver bullet but can be a very powerful educational resource if included in the learning flow
‣ Systematize the game design• Include the educator early in the loop
‣ Simplify the task of the teacher• Facilitating the integration of games in Virtual
Learning Environments, just as another learning resource
• Include automatic assessment for game-based learning activities
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Thank you!
@BaltaFM
Slides will be available at http://slideshare.net/BaltasarFernandezManjon
References• eAdventure. http://e-adventure.e-ucm.es/• MGH Learning Lab. http://www.massgeneral.org/learninglab/• First Aid Game. http://first-aid-game.e-ucm.es/• Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF,
Giménez Valverde A. Video-game instruction in basic life support maneuvers. Emergencias. 2012;24:433-7. (download PDF)
• Pablo Moreno-Ger, Javier Torrente, Julián Bustamante, Carmen Fernández-Galaz, Baltasar Fernández-Manjón, María Dolores Comas-Rengifo (2010). Application of a low-cost web-based simulation to improve students’ practical skills in medical education. International Journal of Medical Informatics 79(6), 459-467 (doi:10.1016/j.ijmedinf.2010.01.017).
• Brian Johnston, Liz Boyle, Ewan MacArthur, Baltasar Fernández-Manjón (2013). The role of technology and digital gaming in nurse education. Nursing Standard, Vol 27, No 28, pp 35-38, March
• Ángel del Blanco, Baltasar Fernández-Manjón, Pedro Ruiz, Manuel Giner (2013). Using videogames facilitates the first visit to the operating theatre. Medical Education. Vol 47, Issue 5, pp. 519-520
• Borro-Escribano B., Martínez-Alpuente I., del Blanco A., Torrente J., Fernández-Manjón B., Matesanz R. (in press) Application of Game-Like Simulations in the Spanish National Transplant Organization. Transplantation Proceedings Journal.
• Borro-Escribano B. et Al. (in press) Developing Game-Like Simulations to Formalize Tacit Procedural Knowledge: The ONT Experience. Educational Technology Research and Development Journal. Springer
Check www.e-ucm.es/publications/ for updated references
Our current projects
Increasing patient safety using games
Modelling/teaching medical procedures atNational Transplant Organization