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EXPLORING LEARNING THROUGH GAMES. Kottu, Lal Maredia, Nazia Patel, Vishal Sharma, Manan. Outline . Introduction Methodology Game Development Playtesting Conclusion References. Introduction. Overview. Rapid rise in the popularity of video games.
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EXPLORING LEARNING THROUGH GAMES Kottu, Lal Maredia, Nazia Patel, Vishal Sharma, Manan
Outline • Introduction • Methodology • Game Development • Playtesting • Conclusion • References
Overview • 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 • Experimental learning • Inquiry based learning • Self Efficacy • Goal Setting
Interactive Learning • 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 • 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..) • 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..) • 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 • Implementing game learning through Packet Man game • Packet Man • Includes reasonable amount of fun • Does not compromise on its learning nature • Provides challenging goals • Exploring effectiveness of this approach through playtesting
Educational Content in Packet Man • 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? • 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 • Internet Protocol stack consists of five layers • Application Layer • Transport Layer • Network Layer • Link Layer • Physical Layer
Implementation • 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..) • 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
Header in transport layer + application layer packet Header in application layer + packet data Operation Mapping from KD to GD Mapping from KD to GD Knowledge Domain (KD) Game Domain (GD) Port Number should be collected from TCP Office only if the player has collected IP address IP address should be collected from DNS Office Action Knowledge to Game Domain Mapping
Game Play • How game functions and basic flow of game • Levels • Level 1: Source end system Transport Layer - TCP Network Layer Application Layer
Game Play (contd..) • Level 2: Router Router (Hop towards Destination) Different routes
Game Play (contd..) • Level 3: Destination end system Application Layer Transport Layer Network Layer
Game Play (contd..) • Game Interface • Health status • Inventory of header items collected • Informative screens for feedback • Resources • Health, inventory and time Feedback Health Status Inventory
Game Play (contd..) • Procedures • Rules • Conflict • Obstacles and opponents • Scoring/Winning conditions
Mission incomplete. Player Loses Player times out Packet Man Main Page Packet Delayed Router D Mission accomplished. Player Wins. Player selects New Game Player selects Help yes Congestion no Player delivers the data to the recipient. Player views help and clicks Exit Player starts at Application Layer 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. Player reaches network layer. Provides MAC address Router B yes Player reaches Network layer. Collects MAC address Player reaches destination Packet Hacked no Low on Health Packet Dropped Player collected all items. Level 1 completed yes Figure 3-5: Flowchart showing game flow
Game Story • Story of packet containing data • Packet Man starts at the source • Collects different items at each layer in sequence • Packet Man gets into the router through tunnel • Collect shields • Be aware of hackers and other packets • Avoid long and broken routes
Game Story (contd..) • Packet Man has to be careful on the way towards destination to avoid packet drop • Packet Man reaches destination After bypassing Internet • At each layer of destination provide items collected from source • Deliver the data to recipient
Character Development • Characters play important role in any game • Player Characters (PC) • Packet Man Packet Man
Character Development (contd..) • Non-Player Characters (NPC) • Enemies • Friends and allies Other Packet Hacker
Guidelines • Aid to the appeal of the game • Appropriate and adequate guidelines provide feedback to players
Game World • Packet Man game world is basically Internet World • Game World includes • 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..) • Key Locations • Source • Routing Office • Tunnel • Destination • Physical Objects • Header items • Shield • Information screens
Game World (contd..) Travel can help player explore and understand game world The journey of Packet Man starts from source
Game World (contd..) Alert provided for wrong approach
Game World (contd..) Packet Man needs to travel through tunnels and routers that connect source and destination
Game World (contd..) Inside Router
Game World (contd..) Going to Destination level
Game World (contd..) Packet Man completes the journey by reaching the destination
3D Game Studio 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: A Process 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 Introduction Warm Up Discussion Play Session Discussion on Game experience
Feedback 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 In-Game questions Post-Game questions
In-Game Questions Used to uncover anything confusing to the player while navigating through the game Reasons for players’ choices Effects of making those choices
Post-Game Questions General Questions First impression of the game Formal Elements Address the structure of the game Dramatic Elements Address the emotional involvement of the player
Post-Game Questions (contd..) Educational Elements 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..) Rules and Interface Questions relating controls and instructions of the game End of Session Questions concerned with overall impression of the game
Design Changes 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 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 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. The success of an educational game depends on an interactive storyline accurate scenarios how closely the player identifies himself with the character