Sami Heikkinen TIETOKONEPELIT OPETUS

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Sami Heikkinen TIETOKONEPELIT OPETUS Sami Heikkinen TIETOKONEPELIT OPETUS -JA HYÖTYKÄYTÖSSÄ Opinnäytetyö Kajaanin ammattikorkeakoulu Luonnontiedeiden koulutusala Tietojenkäsittely Syksy 2008 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Sami Heikkinen Työn nimi Tietokonepelit opetus -ja hyötykäytössä Vaihtoehtoiset ammattiopinnot Ohjaaja(t) Järjestelmän ylläpito Veli-Pekka Piirainen Toimeksiantaja Kajaanin Ammattikorkeakoulu Aika Sivumäärä ja liitteet Syksy 2008 42 Tietokonepelien pelaaminen on viihdemuoto jota on harvoin tutkittu, mutta joka vaikuttaa nykypäivänä usean ihmisen elämään. Pelityyppejä on useita, ja eräs pelityyppi on opetuspelit, jotka pyrkivät opettamaan pelaajaa se- koittamalla viihteellisen peliympäristön ja arvokkaan tiedon. Erilaisia opetuspelejä voidaan suunnitella käytettä- viksi esim. kouluissa, politiikassa tai terveydenhoidossa. Pelisuunnittelu on monivaiheinen prosessi, joka vaatii suunnittelijalta tietokonepelien hyvien ja huonojen puolien tutkimista, ja hyvää luomiskykyä. Pelisuunnitteluun kuuluvat mm. opetuspelien vaatimusten, tavoitteiden ja koh- deryhmän määrittäminen sekä tarinan ja pelimekaniikan suunnittelu. Opinnäytetyön tavoitteena oli tutkia tietokonepelien opetusmahdollisuuksia ja hyötyjä pelaajalle, sekä kartoittaa opetuspelien historiaa ja nykytilannetta. Työssä tarkasteltiin myös pelisuunnittelun teoriaa ja suunnitteluprosessin eri vaiheita ja tavoitteita sekä pelien hyötyjä eri käyttöympäristöissä. Työssä analysoitiin myös erilaisten pelien ominaisuuksia ja kehitettiin niiden pohjalta uusia ideoita omaan pelisuunnitelmaan. Työn loppuosa keskittyy oman pelisuunnitelman toteuttamiseen hyödyntäen edellä tutkittua tietoa. Pelisuunni- telmassa on noudatettu nykyisen pelisuunnittelun sääntöjä ja vaiheita. Lopputuloksena syntyi suunnitelma mo- ninpelattavalle opetuspelille, jonka tarkoituksena on opettaa pelaajille tietoa eläimistä ja maantiedosta, mutta myös tarjota viihtyisä pelikokemus. Kieli Suomi Asiasanat tietokonepelit, oppiminen, opetus Säilytyspaikka Kajaanin ammattikorkeakoulun Kaktus-tietokanta Kajaanin ammattikorkeakoulun kirjasto THESIS ABSTRACT School Degree Programme Business Data Processing Author(s) Sami Heikkinen Title The Learning Possibilities and Benefits of Computer Games Optional Professional Studies Instructor(s) System Support Veli-Pekka Piirainen Commissioned by Kajaanin ammattikorkeakoulu Date Total Number of Pages and Appendices Fall 2008 42 Computer games are an entertainment form that is rarely studied, but has an influence on many people nowa- days. There are many types of computer games, and they include serious games which aim to teach players by combining entertaining game environments and valuable information. Different kinds of serious games can be produced to be used, e.g. at schools, in politics or in health care. Designing computer games is a multi-phased process which requires careful examination of what is good and bad in video games, and lots of creativity. It specifically includes determining the demands, goals, target group, story and mechanics for the game. The purpose of this study was to examine the learning possibilities and other benefits of computer games by ana- lyzing the existing games and developing new ideas. Games were also analysed to develop new ideas for an origi- nal serious game design. Also, an analysis of the history, design and the current situation of serious games was made. In addition, benefits were studied considering the different environments. Once the results of the studies were received, different phases and goals of modern game development were stu- died to design a game with learning benefits. The result was a multiplayer game that was designed to entertain the player, but at the same time to teach players about animals and geography. Language of Thesis Finnish Keywords computer games, video games, learning Deposited at Kaktus Database at Kajaani University of Applied Sciences Library of Kajaani University of Applied Sciences SISÄLLYS 1 JOHDANTO .......................................................................................................................... 1 2 YLEISTÄ OPETUSPELEISTÄ .......................................................................................... 2 2.1 Opetuspelien historiaa ............................................................................................... 2 2.2 Käyttöympäristöt ja kohderyhmät ........................................................................... 5 2.2.1 Opetus ja koulutus ........................................................................................ 5 2.2.2 Politiikka ja viestintä ..................................................................................... 7 2.2.3 Kuntoutus ja terveydenhoito ....................................................................... 8 2.2.4 Mainonta ja markkinointi .......................................................................... 12 2.2.5 Armeija ......................................................................................................... 14 2.3 Esimerkkejä opetuspeleistä .................................................................................... 16 2.3.1 Wolfquest .................................................................................................... 16 2.3.2 Revolution ................................................................................................... 17 2.3.3 Snellman -peli .............................................................................................. 17 2.3.4 Virtuaalisuo ................................................................................................. 18 2.3.5 RescueSim ................................................................................................... 19 2.3.6 Prisoners of war .......................................................................................... 19 3 VIIHDEPELIEN HYÖTYKÄYTÖSTÄ ....................................................................... 20 3.1 Peligenret .................................................................................................................. 20 3.2 Vaikutukset ihmisiin ja mediaan ............................................................................ 24 4 PELISUUNNITTELUN PERUSTEITA ....................................................................... 27 4.1 Peli-idea ..................................................................................................................... 27 4.2 Opetuspelin vaatimukset ja tavoitteet .................................................................. 27 4.3 Kohderyhmä ............................................................................................................ 29 4.4 Pelimaailma ja taustarina ........................................................................................ 29 5 PELISUUNNITELMA ...................................................................................................... 31 5.1 Pelitoteutuksen perustelu ....................................................................................... 31 5.2 Kohderyhmä ............................................................................................................ 31 5.3 Rakenne .................................................................................................................... 32 5.4 Pelimekaniikka, kokemus ja säännöt .................................................................... 32 5.5 Grafiikka, äänet ja yhteensopivuus ....................................................................... 35 6 POHDINTA ........................................................................................................................ 37 LÄHTEET LIITTEET SYMBOLILUETTELO 3D 3-Dimensional, 3-uloitteinen Edutainment Yleistermi opetuksessa käytetyille peleille CAI Computer Aided Instruction, tietokoneavusteinen opetus CME-pisteet Continuing Medical Educational-pisteet CD-ROM Compact Disc Read-Only Memory, datan tallentamiseen tarkoitettu formaatti FPS First Person Shooter, 1. persoonasta kuvattu toimintapeli HDR High Dynamic Range, peleissä käytetty valaistusmuoto, joka pyrkii jäljittelemään ihmisen silmän kykyä tottua valaistukseen Immersiivinen Esim pelin ominaisuus, joka saa pelaajan kokemaan olevansa pelin sisällä IRC Internet Relay Chat, Internetissä käytetty tekstipohjainen keskustelumuoto KASI Kaksipuoleinen simulaattorijärjestelmä, Suomen armeijan käytössä Liikesumennus Peleissä käytetty efekti, joka pyrkii jäljittelemään objektien liikkeestä aiheutuvaa näön sumentumista MMOG Massive Multiplayer Online Game, Monen pelaajan yhtäaikainen internetissä pelattava peli Pop-up Internet mainonnan tyyppi Serious games Yleistermi hyötypeleille Shoot-em-up Toimintapelityyppi jossa pelihahmo etenee joko sivu -tai pystysuunnassa SIMNET Armeijan käyttämä laajaverkko taistelusimulaatioille TACOPS Tactical Operations, armeijan käyttämä vuoropohjainen strategiapeli VOIP Voice-Over-IP, Äänen välitys IP-osoitteiden kautta VSTEP Virtual Safety Training & Education Platform 1 1 JOHDANTO Tietokone - ja videopelien pelaaminen on hyvin yleinen viihdemuoto yhä nuorempien kes- kuudessa, sillä tietokoneet ja interaktiivinen viihde ovat nykyään yleisiä arkielämässä. Tällä hetkellä yleinen käsitys peleistä rajoittuu viihteeseen ja peleihin liittyvään väkivaltaan, vaikka tosiasiassa pelit eivät juuri eroa elokuva- tai televisioviihteestä. Tietokonepelien hyödyistä puhutaan yleensä harvemmin kuin niiden haitoista. Opetuspelit pyrkivät yhdistämään viih- teen ja oppimisen. Vaikka
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