Interacc14completo.Pdf

Interacc14completo.Pdf

TimeMesh: Producing and evaluating a Serious Game Pedro M. Latorre Andrés, Jorge López Carlos Vaz de Carvalho Moreno, Francisco J. Serón Arbeloa GILT Departamento de Informática e Ingeniería de Instituto Superior de Engenharia do Porto Sistemas Rua Bernardino de Almeida, 431 Centro Politécnico Superior (Universidad de 4200-072 Porto (Portugal) Zaragoza) [email protected] María de Luna, 1 E-50015 Zaragoza (Spain) [email protected] ABSTRACT Computer games have wide acceptance among younger Serious Games are specifically designed to develop men- learners for their challenging design but also for the social in- tal abilities and skills such as strategy, mental calculation teractions they generate (especially web based games). Re- and decision making but the acquisition of deep knowledge search shows that games do develop mental abilities and is less well understood. The SELEAG (Serious Learning skills such as strategy, mental calculation and decision mak- Games) engine is a multiplayer graphical adventure system, ing but the acquisition of deep knowledge is less well un- inspired by the 90s graphic adventures created by LucasArts. derstood. Serious games are specifically designed to change This engine has been used to implement the Serious Game behaviors and impart knowledge and are widely used with TimeMesh, designed to impart knowledge and competences adults in training situations, such as emergency prepared- in the area of History and Geography. ness, training for leadership and even citizenship [1]. The To test the acquisition of knowledge with Timemesh a use of serious games with an younger audience has been complete process of evaluation was needed, divided in three much less explored, though. parts, always with user intervention: first, with the game In this paper the authors firstly present a section on the developer partners, then with teachers and last but most experiences in European Union funded projects SELEAG important with students. (2009-2011) and SEGAN (2012-2014). The technical issues In this paper we present our experience in designing, im- of the main result of SELEAG project, the TimeMesh en- plementing and evaluating Timemesh as well as the related vironment, is described in the following section. The two activities in three european and spanish projects dedicated next sections refers to educational evaluation of TimeMesh: to this subject. Then we present in detail the results of an a general frame on questions and instruments of evaluation evaluation session with students from a school in a small and finally the results in the case of a secondary school in town in Spain and formulate the conclusions. a rural area in Spain. The paper ends with a section on discussion and conclusions. Categories and Subject Descriptors 2. TWO PROJECTS ABOUT SERIOUS GAMES: L.0 [Assessment/Evaluation/Measurement]: L.3.5|On- line Education SELEAG AND SEGAN The authors have participated, among others, on two projects co-financed by the EU and interrelated: SELEAG and SEGAN. General Terms Essentially the first one intended to demonstrate the feasi- Design, Measurement, Human Factors bility of teaching using serious games, and the second aims to create a Community of Practice on the Serious Games Keywords subject. Serious Games, Graphic Adventures 2.1 Aims, goals and scope The objective of the project SELEAG (Serious Learning 1. INTRODUCTION Games) was to evaluate the use of Serious Games for learn- ing history, culture and social relations. To accomplish this goal, a multiplayer and configurable graphic adventure online system with three game scenarios Permission to make digital or hard copies of all or part of this work for (2nd. World War, Industrial revolution and History of Dis- personal or classroom use is granted without fee provided that copies are coveries) was designed and implemented. A methodology not made or distributed for profit or commercial advantage and that copies was also developed to evaluate the multidisciplinary learn- bear this notice and the full citation on the first page. To copy otherwise, to ing (history, geography, economics, etc.), social awareness republish, to post on servers or to redistribute to lists, requires prior specific and changes in attitudes towards learning and towards an permission and/or a fee. INTERACCIÓN ’14 Tenerife, Spain European identity. Copyright 200X ACM X-XXXXX-XX-X/XX/XX ...$10.00. The assessment took place in many European countries with children aged 11-16 in order to determine the value of • World geography serious games for this age group and context. The results that the project produced can be seen at the As part of the game specification, a State of the Art on project website [4] Serious Games [5] and a State of the Art on Adventure Game The second project, SEGAN (Serious Games Network) Engines [6] were produced. started in 2012. The main goal is to create a Community of Practice on the Serious Games subject. through a stable 3. TECHNICAL ISSUES: DESIGN AND IM- (but expanding) consortium to exchange ideas and experi- PLEMENTATION OF THE TIMEMESH ences related to Serious Games. This network is supported by virtual tools and face to face events, in order to increase ENVIRONMENT the visibility and awareness of the benefits and impacts of Serious Games for learning, and contribute to its uptake and 3.1 Game paradigm and architecture efficient use. The TimeMesh engine is a graphic adventure online sys- The project website [3] contains all the information about tem inspired in the 90s graphic adventures created by Lu- it. casArts: the SCUMM approach [2] (see figure 1). Verb- The interested reader is kindly invited also to participate object paradigm is used in this kind of games in which user in the project. You can register at ([3]) for free and join the is in control of a character that walks and interacts with a discussions, share resurces, and so on. number of other characters, objects and fixed perspective scenarios. An inventory is also available to store objects 2.2 The results of SELEAG project. that the character collects through the game: the interac- The main result of the project SELEAG is the Online tion with these objects (combine, inspect or use them with game platform with the three game scenarios. The main other game elements or characters) is necessary to success- characteristics are: fully finish the adventure. • Online point-and-click 2D graphic adventure, with col- laboration and peer gaming • Online lobby to make teams, select games, talk with friends, etc. • 3 scenarios for the Industrial Revolution, Maritime Discoveries and Second World War In fact, upon its use in Slovenia, students and teachers were so interested in the game that they asked for a scene that included Ljubljana as well. Then, a different version of the Second World War scenario was developed, using Ljubljana as one of the focal points of the game play. This also showed that the game platform is extensible and new scenarios can be added to it. The game is available online at TIMEMESH website. You Figure 1: Verb-Object Paradigm, Example of GUI. can register and play for free at ([7]) Left: User verb actions. Right: Inventory panel for There are already more than 5000 registered users of the objects. TIMEMESH game. The game has been extensively used in several schools and more than 400 students were already in- User-driven actions are defined by using a click&point ap- volved in playing it as part of curricular or school activities. proach: The Game specification and design deliverable defined the guidelines for developing scenarios for TIMEMESH. The sci- • First click: Some verbs available: Give, Pick Up, Open, entific and technical parts (state of the art analysis) were Close, Look, Push, Pull, TalkE´ etc. used to support theoretically the production of papers and • Second click: on an active element on the scenario or articles about the project. They are also very good theoret- the inventory ical references for researchers and teachers. The other parts of the report provide the guidelines to de- • Last click triggers an action that can have different sign and develop new scenarios. Based on these guidelines, consequences: several teachers involved in the teachers workshops have pro- posed new scenarios, to be developed as curricular activities { Characters talking, moving. with their students. Some of these proposals are quite cre- { Triggering of conversations with a character that ative and show other possibilities to use the TIMEMESH may trigger other actions platform. A few examples: { A new addition to the inventory • Platos cave (Philosophy) { Adding achievements and flags to an invisible in- ventory that will unlock further parts of the ad- • Shakespeares life (English Language) venture. • The 1929 financial crisis (Economy, Social aspects) { Trigger animations { Remove props from scenario a shared blocking between two teams playing a match. Until { Load animations both teams have gone through 2 parallel challenges neither of them can progress in the adventure game. Some actions are available or their behavior can change depending on the stored flags and achievements. Internally, 3.3 Management the SCUMM engine is a finite state machine where the be- This structure and relation of players, teams and parings haviour of each character, scenario and object is scripted (in is stored in a the central database and accessed through the XML files), describing all the possible interactions. This is PHP layer. However, for educational and safety reasons the the way game advances and challenges are controlled and filling of the structures is done through the admin-only side defined. of the TimeMesh site. In particular it is the mission of the As an online system, TimeMesh is composed by two main teachers to create, manage and pair the teams. elements: 3.4 Considerations about the cost of a game • Adobe Flash based Front end: Executing on the users There are certain issues that need to be considered before web browser.

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