Collaborative Game-Based Learning

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Collaborative Game-Based Learning COLLABORATIVEGAME-BASEDLEARNING– AUTOMATIZEDADAPTATIONMECHANICS for GAME-BASED COLLABORATIVELEARNING using GAMEMASTERINGCONCEPTS Vom Fachbereich Elektrotechnik und Informationstechnik der Technischen Universität Darmstadt zur Erlangung des akademischen Grades eines Doktor-Ingenieurs (Dr.-Ing.) genehmigte Dissertation von dipl.-inform. viktor wendel Geboren am 22. Juli 1983 in Bad Kissingen Vorsitz: Prof. Dr.-Ing. Franko Küppers Referent: Prof. Dr.-Ing. Ralf Steinmetz Korreferent: Prof. Dr.-Ing. Wolfgang Effelsberg Tag der Einreichung: 10. Februar 2015 Tag der Disputation: 17. April 2015 Hochschulkennziffer D17 Darmstadt 2015 Dieses Dokument wird bereitgestellt von This document is provided by tuprints, E-Publishing-Service der Technischen Universität Darmstadt. http://tuprints.ulb.tu-darmstadt.de [email protected] Bitte zitieren Sie dieses Dokument als: Please cite this document as: URN: urn:nbn:de:tuda-tuprints-46541 URL: http://tuprints.ulb.tu-darmstadt.de/id/eprint/4654 Die Veröffentlichung steht unter folgender Creative Commons Lizenz: Namensnennung - Nicht-kommerziell - Keine Bearbeitung 3.0 Deutschland http://creativecommons.org/licenses/by-nc-nd/3.0/de/ This publication is licensed under the following Creative Commons License: Attribution-NonCommercial-NoDerivs 3.0 Germany http://creativecommons.org/licenses/by-nc-nd/3.0/de/deed.en To my parents Hannelore and Gerhard and my brother Christian. Thank you for your loving and continuous support. ABSTRACT earning and Playing represent two core aspects of the information and com- L munication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gam- ing with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on collaborative learning games, which are Digital Educational Games that combine concepts from collaborative learning with game concepts and technology. Although Digital Educational Games represent a promising addition to existing learning and teaching methods, there are different challenges opposing their appli- cation. The tension between a game that is supposed to be fun and the facilitation of serious content constitutes a central challenge to game design. The often high technical complexity and especially the instructors’ lack of control over the game represent further challenges. Beyond that, the distinct heterogeneity of learners who often have different play styles, states of knowledge, learning speed, and soft skills, such as teamwork or communication skills, forms a pivotal problem. Apart from that, the vital role of the instructor needs to be taken into account. Within the scope of this dissertation, the problems mentioned above are analyzed, concepts to solve them introduced, and methods developed to address them. The first major contribution contains the conceptualization of a framework for adaptation of collaborative multiplayer games as well as for the control of those games at run-time through an instructor using the Game Master principle. The core concept hereby addresses the design of a model to represent heterogeneous groups and to represent collaborative Serious Games. Based on that, a novel concept for adaptation of collaborative multiplayer games is developed, implemented, and evaluated. Automatic recognition and interpretation of game situations, as well as determination of the most well suited adaptation based on the recognized situations, is a major challenge here. Further, a concept is developed to integrate an instructor in a meaningful way into the course of the game, giving him/her the necessary resources to recognize problems and to intervene and adapt the game at run-time. Therefore, it will be taken into account that the elaborated concepts are applicable in a generic way independent of the underlying game. The second major contribution of this work is the conceptualization and design of a simulation of players and learners in a collaborative multiplayer game that behave realistically based on a player, learner, and interaction model. This is supposed to enable an evaluation of the adaptation and Game Mastering concepts using freely configurable player and learner types. The concepts introduced and developed within this thesis have been thoroughly evaluated using a twofold approach. As a test environment, a collaborative multi- player Serious Game was designed and implemented. Within that simulation en- vironment, the developed Game Mastering and adaptation concepts were assessed and tested with large sets of virtual learners. Additionally, the concepts were eval- uated with real users. Therefore, two different evaluation studies with a total of 60 participants were conducted. The results of the conducted evaluations help to broaden the areas of applica- tion of Serious Games as well as to improve their applicability, hence raising accep- tance among instructors. The models, architectures, and software solutions devel- oped within this thesis thus build a foundation for further research of multiplayer Serious Games. KURZFASSUNG ernen und Spielen stellen zwei zentrale Aspekte der heutigen Informations- L und Kommunikationsgesellschaft dar. Diese beiden Themen werden im Kon- text von Serious Games unter dem Begriff ’digitale Lernspiele’ zusammengefasst. Serious Games kombinieren spielerische Konzepte mit einem breiten Anwendungs- bereich, darunter unter anderem der Bildungssektor, Training, Gesundheit und Sport, aber auch Marketing, Werbung, politische Bildung und andere gesellschaftlich rele- vante Themen wie Klima, Energie, oder Sicherheit. Im Fokus dieser Arbeit stehen dabei kollaborative Lernspiele, also digitale Lernspiele, die eine Kombination aus den Konzepten des kollaborativen Lernens und Spielekonzepten darstellen. Obwohl digitale Lernspiele eine vielversprechende Ergänzung der existierenden Lehrmethoden darstellen, gibt es verschiedene Herausforderungen, die ihrem Ein- satz im Wege stehen. Die Spannung zwischen einem Spiel, das Spass macht und der Vermittlung von Lernen durch ein Spiel stellt eine zentrale Herausforderung an das Game Design dar. Die oft hohe technische Komplexität oder insbesondere die man- gelnde Kontrolle der Lehrenden über das Spielgeschehen sind weitere zentrale Her- ausforderungen. Darüber hinaus stellt die Heterogenität der Lernenden, die unter- schiedliche Spielpräferenzen, Lernstände, Lerngeschwindigkeiten, sowie Soft Skills wie Teamwork und Kommunikationsfähigkeiten vorweisen ein wichtiges Problem dar. Außerdem muss der zentralen Rolle des Lehrenden in kollaborativen Lernsze- narien Rechnung getragen werden. Im Rahmen dieser Dissertation werden die oben genannten Probleme analysiert und Methoden und Konzepte zu deren Lösung erarbeitet und vorgestellt. Der erste Beitrag umfasst hierbei die Konzeption eines Frameworks zur Adaption von kollabo- rativen multiplayer Spielen sowie deren Leitung durch einen Lehrenden zur Laufzeit nach dem Game Master Prinzip. Dies beinhaltet die Modellbildung zur Darstellung heterogener Gruppen und kollaborativer Lernspiele. Darauf aufbauend wird ein neuartiges Konzept zur Adaption von kollaborativen multiplayer Spielen entwickelt, umgesetzt und evaluiert. Die Herausforderung hier- bei ist das automatische Erkennen und Interpretieren der im Spiel vorliegenden Si- tuationen und basierend auf den vorliegegenden Situationen die am besten geeignete Adaption zu ermitteln, die den Charakteristiken der Spieler Rechnung trägt. Weiter- hin wird ein Konzept erarbeitet, um einen Lehrenden sinnvoll in den Spielablauf zu integrieren, diesem die notwendigen Mittel zur Erkennung von Problemen und zum Eingreifen und Adaptieren des Spielablaufs zur Verfügung zu stellen. Dabei soll dar- auf geachtet werden, dass die erarbeiteten Konzepte möglichst generisch einsetzbar sind unabhängig vom zugrunde liegenden Spiel. Der zweite wesentliche Beitrag dieser Dissertation ist die Konzeption und das De- sign einer Simulation von Spielern und Lernern in kollaborativen multiplayer Spie- len, die sich basierend auf einem Spieler-, Lerner, und Interaktionsmodell realistisch verhalten. Dieses soll es ermöglichen, die Adaptions- und Game Mastering-Konzepte mit frei konfigurierbaren Spieler- und Lernertypen zu evaluieren. Die im Rahmen dieser Arbeit vorgestellten und entwickelten Konzepte wurden auf zweifache Art und Weise evaluiert. Dazu wurde als Testumgebung ein kollabo- ratives multiplayer Spiel entworfen und implementiert und die entwickelten Game Mastering und Adaptionskonzepte in einer ersten Studie anhand dieses Spieles unter Verwendung einer großen Menge von virtuellen Lernern evaluiert. Darüber hinaus wurden zwei Evaluationsstudien mit insgesamt 60 Teilnehmern durchgeführt um die Konzepte mit realen Anwendern zu testen und bewerten. Die Ergebnisse der durchgeführten Evaluationen tragen dazu bei, die Anwen- dungsgebiete von Serious Games zu erweitern und deren Anwendbarkeit zu ver- bessern und damit die Akzeptanz unter Lehrenden und Lernenden zu erhöhen. Die entwickelten Modelle, Architekturen, und Softwarelösungen stellen somit eine Grundlage für die weitergehende Forschung von multiplayer Serious Games dar. ACKNOWLEDGMENTS irst of all, I would like to thank Prof. Ralf Steinmetz for his supervision and F for giving me the opportunity to work on this exciting topic at Multimedia Communications Lab (KOM). I
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