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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. 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. 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 Knowledge Domain (KD) Header in transport layer + application layer packet Mapping from KD to GD Mapping from KD to GD IP address should be collected from DNS Office Operation Game Domain (GD) Action Port Number should be collected from TCP Office only if the player has collected IP address Game Play How game functions and basic flow of game Levels Level 1: Source end system Network Layer Transport Layer - TCP Application 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 Feedback Health, inventory and time Health Status Inventory Game Play (contd..) Procedures Rules Conflict Obstacles and opponents Scoring/Winning conditions Mission incomplete. Player Loses Player times out Packet Man Main Page Packet Delayed Player selects New Game Router D Mission accomplished. Player Wins. Player selects Help yes Congestion Player starts at Application Layer no Player delivers the data to the recipient. Player views help and clicks Exit Player provide IP Address. Router C Router A Player moves to DNS lab. Collects IP address Player reaches transport layer. Provides Port No. no Player moves to transport layer. Collects Port No. yes Player reaches network layer. Provides MAC address Router B Player reaches Network layer. Collects MAC address Player reaches destination no Packet Hacked Player collected all items. Level 1 completed Low on Health Packet Dropped yes 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 Other Packet Hacker 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 Formal Elements First impression of the game 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/