Game Technology for Training and Education

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Game Technology for Training and Education International Journal of Computer Games Technology Game Technology for Training and Education Guest Editors: Rafael Bidarra and Xiaopeng Zhang Game Technology for Training and Education International Journal of Computer Games Technology Game Technology for Training and Education Guest Editors: Rafael Bidarra and Xiaopeng Zhang Copyright © 2008 Hindawi Publishing Corporation. All rights reserved. This is a special issue published in volume 2008 of “International Journal of Computer Games Technology.” All articles are open access articles distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Editor-in-Chief Edmond Prakash, Manchester Metropolitan University, UK Associate Editors Ali Arya, Canada Abdennour El Rhalibi, UK Alexander Pasko, UK Lee Belfore, USA Jihad El-Sana, Israel Marc Price, UK Rafael Bidarra, The Netherlands Michael J. Katchabaw, Canada Seah Hock Soon, Singapore Narendra S. Chaudhari, Singapore Eric Klopfer, USA Desney S. Tan, USA Simon Colton, UK Edmund M.K. Lai, New Zealand Kok Wai Wong, Australia Peter Comninos, UK Craig Lindley, Sweden Suiping Zhou, Singapore Paul Coulton, UK Graham Morgan, UK Mingquan Zhou, China Andrew Davison, Thailand Soraia R. Musse, Brazil Contents Game Technology for Training and Education, Rafael Bidarra and Xiaopeng Zhang Volume 2009, Article ID 521020, 1 page SIDH: A Game-Based Architecture for a Training Simulator, P. Backlund, H. Engstrom,¨ M. Gustavsson, M. Johannesson, M. Lebram, and E. Sjors¨ Volume 2009, Article ID 472672, 9 pages Experiential Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming, Kevin Hulme, Edward Kasprzak, Ken English, Deborah Moore-Russo, and Kemper Lewis Volume 2009, Article ID 952524, 15 pages An Application of a Game Development Framework in Higher Education, Alf Inge Wang and Bian Wu Volume 2009, Article ID 693267, 12 pages Towards a Serious Game to Help Students Learn Computer Programming, Mathieu Muratet, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet Volume 2009, Article ID 470590, 12 pages Venation Skeleton-Based Modeling Plant Leaf Wilting, Shenglian Lu, Chunjiang Zhao, and Xinyu Guo Volume 2009, Article ID 890917, 8 pages Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 521020, 1 page doi:10.1155/2009/521020 Editorial Game Technology for Training and Education Rafael Bidarra1 and Xiaopeng Zhang2 1 Computer Graphics Group, Faculty of Electrical Engineering, Mathematics and Computer Science (EEMCS), Delft University of Technology, 2628 CD Delft, The Netherlands 2 LIAMA-NLPR, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China Correspondence should be addressed to Rafael Bidarra, [email protected] Received 23 April 2009; Accepted 23 April 2009 Copyright © 2009 R. Bidarra and X. Zhang. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are being more and more deployed in such experiences with an XNA-based game project for teaching diverse areas as public awareness, military training, and software architecture. The paper also includes a brief survey higher education. One of the driving forces behind this stems and evaluation of game frameworks currently available for from the rapidly growing availability of game technologies, these purposes. On the other hand, in “Towards a seri- providing not only better, faster, and more realistic graphics, ous game to help students learn computer programming,” physics, and animations, but above all making “the language” Muratet et al. describe the design and development of a of game development accessible to increasingly more people. strategy game aimed at strengthening novice programming The articles in this special issue are a rich sampling of how skills, including an interesting discussion on the mapping of game technology can be creatively put to service within learning objectives into the game play. games for training and education purposes. Finally, in “Venation skeleton-based modeling plant leaf The first two articles are focused on simulation applica- wilting,” Lu et al. present an original method for simulating tions. In “SIDH—a game-based architecture for a training and visualizing leaf wilting, useful in the domain of biology. simulator,” Backlund et al. extend the notion of game- Interestingly, their technique can be applied both in a based simulation proposing an architecture for a professional didactic setting and within any graphics framework requiring firefighter training simulator that incorporates novel visual- realistic visualization of natural phenomena. ization and interaction modes. The serious game, developed We believe that serious games will continue to foster in cooperation with the government agency responsible for the development of new game technologies, and, conversely, the training of fire and rescue personnel, is a good example of combining and deploying existing game technology in how game technology helps making the delicate combination novel ways will likely extend and amplify the impact and of engaging level design and carefully tuned learning objec- innovation achieved by these games in our society. tives. In “Experiential learning in vehicle dynamics education via motion simulation and interactive gaming,” Hulme et al. Rafael Bidarra present an original methodology developed within their Xiaopeng Zhang vehicle dynamics curriculum, incorporating a combination of driving simulation, motion simulation, and educational practices into a game-based simulation framework. The paper also includes a comprehensive evaluation of their approach in two practical, educational scenarios. The next two articles describe specific applications of game technology to serious games aimed at computer science education. In “An application of game development framework in higher education,” Wang et al. present their Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 472672, 9 pages doi:10.1155/2009/472672 Research Article SIDH: A Game-Based Architecture for a Training Simulator P. Backlund, H. Engstrom,¨ M. Gustavsson, M. Johannesson, M. Lebram, and E. Sjors¨ InGaMe Lab Reasearch Group, School of Humanities and Informatics, University of Skovde,¨ 54128 Skovde,¨ Sweden Correspondence should be addressed to P. Backlund, [email protected] Received 24 June 2008; Accepted 19 December 2008 Recommended by Rafael Bidarra Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system. Copyright © 2009 P. Backlund et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. 1. Introduction prepared to create high value. Hence, virtual environments form an effective and efficient complement and preparation The firefighter profession is stressful and dangerous, expos- for real-world training [2] in order to increase its quality. ing its practitioners physically and psychologically highly Simulators form a class of systems which emulate the demanding tasks in extreme environments [1]. One of operational environment, often by means of visual represen- the most hazardous tasks is to enter a building on fire tations. Various game-based training systems are sometimes and to search for victims. This activity is referred to as referred to as “lightweight” simulators [3]. Alexander et breathing apparatus entry (BAE) and requires a systematic al. [3] identify a number of benefits with “lightweight” and thorough scanning of the building where the sight may simulators and the use of video game engines, some of which be extremely limited due to smoke. This in combination are flexible technology, economy, and user control. The with the heat from fires forces the firefighters to hold a low system presented in this paper extends the concept of game- position. When a victim is found, he/she must be dragged based training systems by adding multiple screen view and to a safe environment before the search can continue. The a novel interaction mode. These features add to immersion training for BAE is traditionally carried out in training and increase the feeling of “being there”.One issue in relation areas with buildings of different types where victims are to all sorts of simulator training,
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