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A Task Annotation Model for SandBox Serious Games F. Bellotti, R. Berta, A. De Gloria, L. Primavera ELIOS Lab  DIBE – University of Genoa Elios Lab - UniGe
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Serious Games
Elios and partner ,[object Object],[object Object],[object Object],[object Object],[object Object],Cognitive Processing
The SBSG model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Inserting tasks in SBSGs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Vision ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Decoupling contents from their delivery strategy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Workflow and high-level System Architecture
Concept (I) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Concept (II) ,[object Object],[object Object],[object Object],[object Object]
The model (I) ,[object Object],[object Object]
The model (II) ,[object Object],[object Object],[object Object],[object Object]
Annotating the tasks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Sample values
User Model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Model of the Delivery Strategy ,[object Object],[object Object],[object Object]
Reference Difficulty Curve
[object Object],[object Object],[object Object],[object Object],CIs
Distributions ,[object Object],[object Object],[object Object]
CIs ,[object Object],[object Object],[object Object]
SkillBenefit Threshold ,[object Object],[object Object]
Runtime AI Engine ,[object Object],[object Object],[object Object],[object Object],[object Object]
Sample Application: Travel in Europe ,[object Object],[object Object],[object Object]
Sample Application: Travel in Europe ,[object Object],[object Object],[object Object],[object Object]
Sample Application: Travel in Europe ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusions (I) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusions (II) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Upcoming work ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank you!

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CIG 2009

Editor's Notes

  1. Games have been used in the history of human culture as a powerful medium to provide educational contents. Today videogames have improved the game experience with immersive virtual environment and impressive 3D graphics simulation of the reality. Serious Games (SG) are the attempt of research community to exploit videogame’s features to support acquisition of knowledge and skills. In a typical SG, the pedagogical objectives are not directly apparent. They have to remain in the background of the story, leaving entertainment in prominence. The idea is to provide an edutainment (education + entertainment) experience through play, which is a powerful mediator for learning Using a constructivist pedagogical approach SGs intend to promote an active engagement of the player (“learning by doing”), in particular among young people (digital natives), and to allow the knowledge construction by situating the learner in concrete virtual experiences.
  2. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  3. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  4. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  5. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  6. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  7. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  8. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  9. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  10. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  11. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  12. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  13. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  14. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  15. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  16. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  17. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  18. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  19. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  20. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  21. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  22. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  23. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  24. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  25. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  26. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.
  27. The challenge for the SG research is to produce methods and practices to effectively embed learning aspects in the game mechanics in a seamless way, leaving entertainment in prominence. To this end, it is important to investigate how to exploit the appeal of VideoGames (VGs) to favor/induce learning also in an audience which is not purposely learning. Achieving this goal is not only a matter of contents, since simply “superimposed” educational contents risk to be perceived as boring stuff. We believe, instead, that the game should feature knowledge/skill acquisition mechanisms that are smoothly embedded in a meaningful, homogeneous and compelling whole. In order to investigate and validate this concept it is important also to realize a user evaluation phase is to understand whether the knowledge components inserted in SG are accepted by the users and do not compromise the highly pleasant and compelling experience that is usually perceived by users playing with commercial VGs. However, there is no yet agreement for a standard player enjoyment model yet.