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EXPLORING LEARNING
THROUGH GAMES
Kottu, Lal
Maredia, Nazia
Patel, Vishal
Sharma, Manan
Outline
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Introduction
Methodology
Game Development
Playtesting
Conclusion
References
Introduction
Overview
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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
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Experimental learning
Inquiry based learning
Self Efficacy
Goal Setting
Interactive Learning
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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
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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..)
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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..)
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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
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Implementing game learning through Packet
Man game
Packet Man
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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
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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?
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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
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Internet Protocol stack consists of five layers
Application Layer
Transport Layer
Network Layer
Link Layer
Physical Layer
Implementation
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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..)
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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
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How game functions and basic flow of game
Levels
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Level 1: Source end system
Network
Layer
Transport
Layer - TCP
Application
Layer
Game Play (contd..)
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Level 2: Router
Router (Hop towards
Destination)
Different routes
Game Play (contd..)
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Level 3: Destination end system
Application Layer
Transport Layer
Network Layer
Game Play (contd..)
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Game Interface
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Health status
Inventory of header items
collected
Informative screens for
feedback
Resources
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Feedback
Health, inventory and
time
Health
Status
Inventory
Game Play (contd..)
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Procedures
Rules
Conflict
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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
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Story of packet containing data
Packet Man starts at the source
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Collects different items at each layer in sequence
Packet Man gets into the router through
tunnel
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Collect shields
Be aware of hackers and other packets
Avoid long and broken routes
Game Story (contd..)
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Packet Man has to be careful on the way
towards destination to avoid packet drop
Packet Man reaches destination After
bypassing Internet
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At each layer of destination provide items
collected from source
Deliver the data to recipient
Character Development
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Characters play
important role in any
game
Player Characters (PC)
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Packet Man
Packet Man
Character Development (contd..)
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Non-Player Characters (NPC)
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Enemies
Friends and allies
Other Packet
Hacker
Guidelines
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Aid to the appeal of the
game
Appropriate and
adequate guidelines
provide feedback to
players
Game World
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Packet Man game world is basically Internet
World
Game World includes
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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..)
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Key Locations
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Source
Routing Office
Tunnel
Destination
Physical Objects
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Header items
Shield
Information screens
Game World (contd..)
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Travel can help player explore and
understand game world
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The journey of Packet Man starts from source
Game World (contd..)
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Alert provided for wrong approach
Game World (contd..)
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Packet Man needs to travel through tunnels
and routers that connect source and
destination
Game World (contd..)
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Inside Router
Game World (contd..)
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Going to Destination level
Game World (contd..)
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Packet Man completes the journey by
reaching the destination
3D Game Studio
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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
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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
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Introduction
Warm Up Discussion
Play Session
Discussion on Game experience
Feedback
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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
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In-Game questions
Post-Game questions
In-Game Questions
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Used to uncover anything confusing to the
player while navigating through the game
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Reasons for players’ choices
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Effects of making those choices
Post-Game Questions
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General Questions
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Formal Elements
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First impression of the game
Address the structure of the game
Dramatic Elements
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Address the emotional involvement of the player
Post-Game Questions (contd..)
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Educational Elements
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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..)
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Rules and Interface
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Questions relating controls and instructions of the
game
End of Session
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Questions concerned with overall impression of
the game
Design Changes
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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
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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
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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.
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The success of an educational game
depends on
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an interactive storyline
accurate scenarios
how closely the player identifies himself with the
character
Future Work
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Make Packet Man a multiplayer game
Emphasize more on the correctness of the
game
Adequately detail in-game elements
References
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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
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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/