Presentation at IEEE GEM 2018 (IEEE Games Entertainment & Media conference) of the paper "Collaborative Accessible Gameplay with One-Switch Interfaces" by D. Bulgarelli, F. Corno. L. De Russis
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST.
The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers.
The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST.
The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers.
The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
Digital Game-Based Learning MOOC (gMOOC) for Rhetoric and CompositionSherry Jones
Slideshow is created by Sherry Jones. Slideshow is co-presented by Sherry Jones and Kate Guthrie Caruso.
Description: This is a presentation at the COLTT 2013 conference on rgMOOC, or "Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts." rgMOOC is a type of gMOOC, or game-based MOOC. gMOOC is a term coined by Sherry Jones and Jack Park. This presentation details Sherry's development of the gMOOC theory and how the theory is implemented in the UX design of rgMOOC, as well as Kate's method of teaching Writing Composition via Youtube, Twitter, and other Web 2.0 tools.
Register for rgMOOC 2! (Sep. 2 - Nov. 10, 2013) - http://bit.ly/rgmooc2form
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Talk at VS-GAMES 2012 about learning analytics in educational games.
Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger and Baltasar Fernández-Manjón. Tracing a little for big Improvements: Application of Learning Analytics and Videogames for Student Assessment
#galanoe
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
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Digital Game-Based Learning MOOC (gMOOC) for Rhetoric and CompositionSherry Jones
Slideshow is created by Sherry Jones. Slideshow is co-presented by Sherry Jones and Kate Guthrie Caruso.
Description: This is a presentation at the COLTT 2013 conference on rgMOOC, or "Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts." rgMOOC is a type of gMOOC, or game-based MOOC. gMOOC is a term coined by Sherry Jones and Jack Park. This presentation details Sherry's development of the gMOOC theory and how the theory is implemented in the UX design of rgMOOC, as well as Kate's method of teaching Writing Composition via Youtube, Twitter, and other Web 2.0 tools.
Register for rgMOOC 2! (Sep. 2 - Nov. 10, 2013) - http://bit.ly/rgmooc2form
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Talk at VS-GAMES 2012 about learning analytics in educational games.
Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger and Baltasar Fernández-Manjón. Tracing a little for big Improvements: Application of Learning Analytics and Videogames for Student Assessment
#galanoe
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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2. Goal
• Enable children with severe motor disorders to access dynamic
videogames
• Colorful, fun, action-filled, captivating, dynamic, …
• Accessible with one-switch control interface
• Enable multi-player games
• Socialization
• Have fun with family, siblings, parents
• Inclusive activities at school
• Enable collaborative gameplay
• Fight isolation
• Avoid unfair competitive relationships
2 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
3. Outline
• Motivation
• Background (GNomon)
• Game Design
• Evaluation
• Conclusions
3 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
5. Accessible games
• Playing games is essential for the development of
cognitive, motivational, emotional, and social competence
• Most off-the-shelf video games do not meet the needs of
children with sensory, cognitive, or motor disabilities
• Traditional inputs (keyboard, mouse, controller) are not
usable by users with motor impairments
• One-switch inputs are used
• In previous research, we developed GNomon as an
accessible one-switch interaction modality for dynamic
video games
5 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
6. Industry awareness is increasing
6 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Controllers Game makers Devices
7. Multiplayer & accessible games
• Playing with peers or family improves social &
communication abilities
• When one of the players has disabilities:
• Ensure both players are having fun
• Ensure the experience is challenging (not too easy, not too hard) for
both players
• Collaborative games are a viable option
• The contribution of both players is needed to reach the objective
• Communication and coordination between the players is required
• The split of game responsibility can be adapted to players’ abilities
7 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
11. Requirements elicitation
• Participatory design method, multidisciplinary team
• Focus group for game design
• HCI researchers, game programmers, psychology researchers, speech therapists
• Identification of target group
• Children able to use a one-switch interface
• Minimum mental age 5-6 years
• Identification of game type
• Collaborative
• Two-players
• Single computer
• One player using the accessible switch
12 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
12. Gameplay – Monster’s Labyrinth (1/2)
• 2-player, 1-computer game
• Multi-level labyrinth
• 6 stages of 10 levels each 60 levels
• Each player is associated to a character
(monster) in the game
• The two monsters are present at the same
time in the level
• Each monster must reach an ending position
(marked by the monster’s color)
• The level is completed when both monsters
reach their ending spot
14 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
13. Gameplay – Monster’s Labyrinth (2/2)
• There are no turns, each player moves freely
when he/she wants
• In each move a direction (NSEW) is selected
• The monster moves all the way in that
direction, until it reaches a wall, an obstacle,
another monster, …
• Levels contain points to be collected (bananas)
• Levels contain special elements
15 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
14. Game Accessibility
• The monster associated to the one-switch control is
driven through the GNomon interaction method
• Arrows are painted next to the monster, in all the
allowed directions
• GNomon clocks are placed besides each arrow
• All game elements (including controls: pause, level
selection, music control, …) are also GNomon-
controllable
16 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
15. Game levels
• In each new stage (10 levels) new special
elements are introduced
• The number of special elements increases in
later stages
• Some levels might lead to stall situations
(need to restart the level)
• Some levels have a shared labyrinth, some
separated
• Some levels require the collaboration of
players to be solved
17 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
17. Evaluation
Goals
• Validating the characteristics of the
game
• Playability
• Fun
• Collaboration
• Understanding its applicability
• Suitable mental age
• Required cognitive capabilities
Method
• 2-steps
1. Analysis by a group of experts
2. Study with pairs of players of
various ages
19 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
18. 1. Analysis by experts
Experts group
• 3 speech therapists (1 new)
• 2 psychologists (1 new)
• Analyzed the game design
• Analyzed the control methods
• Tested its implementation by playing
Analysis results
• Successful gameplay requires:
• Cognitive flexibility
• Working memory
• Strategic thinking
• Ability to handle multiple information
• Planning
• Collaboration
• Suitable for children with physical
disabilities whose cognitive
functioning can meet the described
abilities
• Can also be a fun activity to improve
these competences and skills while
interacting with peers
20 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
19. 2. Experiment with players
21 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
• 5 player pairs
• Some children, some adults, no disabilities
• In-family settings
• One experimenter observing the players
• Players were free to switch roles
• Game duration was up to the players
• Logged actions
20. Comments
• After a few levels, a collaboration strategy was always developed
• Some discussing and agreeing, then moving the monsters
• Some with a ‘leader’ and an ‘executor’ (especially when age difference was
significant): collaboration suffers
• One verbal fight event was observed
• Game is playable for children with a mental functioning of 5-6 years
• For stages 3 and above, a mental age of at least 8-10 years is required
• Some levels were found too difficult for the younger children, requiring
external hints
• Players generally enjoyed the game, found it challenging and
engaging, and endured a long play time without problems
22 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
22. Conclusions
• Games are a powerful tool for stimulating
children abilities and socialization
• Control interfaces must be accessible, and
game design must take into account special
needs
• Multi-player collaborative games enhance
socialization and collaboration
• May offer relaxing and fun moments at home
and in the classroom
• Next step: experimentation with children with
disabilities
24 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
http://bit.ly/gnomon-games
GNomon games are
free to download