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Design and evaluation of a 3D
Collaborative Game to
Support Game Based
Learning
Department of Informatics
Aristotle University of Thessaloniki
Greece
Ioannis Champsas
Thrasyvoulos Tsiatsos
Theodouli Terzidou
Apostolos Mavridis
1 ECGBL 2012 - Cork, Ireland
Ioannis LeftherisIoannis Leftheris
Contents
• Game-Based Learning (GBL) and OpenSim
• Design of the 3D Collaborative Game
• Virtual world – Scene and Objects
• Evaluation: Activity and results
• Conclusions
2 ECGBL 2012 - Cork, Ireland
Goal
Present a detailed and comprehensive design and
evaluation of a 3D collaborative game using the
OpenSim virtual world platform
Addresses the following research questions:
• Did the virtual game activity improve the effectiveness of
the knowledge acquisition?
• Do the students recommend the systematically existence
of such activities in education?
3 ECGBL 2012 - Cork, Ireland
Game-based learning:
• “Serious Games”
• “Digital Game Learning”
• “Digital Game Based Learning”
• “Educational Games”
• “Immersive Learning Simulations”
We adopt the term Game Based Learning as the
educational process, which uses game experiences as a
tool to learn
4 ECGBL 2012 - Cork, Ireland
Serious Games
Why OpenSim?
It supports online multi-user 3D environments
Low cost (free import and creation object)
Similar virtual environments to Second Life
It supports the same scripting language LSL as in
Second Life
It is totally removable and dynamic
Allows us to migrate our world to Second Life any time
5 ECGBL 2012 - Cork, Ireland
Scenario of the game
It’s a treasure hunt game with hidden questions.
Students are divided into teams and they collaborate in
order to find and answer as many questions as they can.
Their purpose is to gain points and win awards.
The scenario of the game described below involves two
types of users:
1. Teachers
2. Students
6 ECGBL 2012 - Cork, Ireland
Functionality to support
the Student’s role [1/3]
1. Selecting Team and Outfit
• Participants begin the game on a platform
• HUD (Head Up Display) is displayed on the upper left
corner with useful information
• Their outfit has been preselected according to the team
they belong to
• Players are enrolled
into teams
• The game starts
7 ECGBL 2012 - Cork, Ireland
Functionality to support
the Student’s role [2/3]
2. Searching for the hidden questions
• Players develop their strategy
• They interact with objects inside the world in order to find
the hidden questions
• If so, a pop-up window appears with the question
• They communicate through IM (Instant Message)
• After a question is answered the question remains
available for the rest of the players of the other teams
8 ECGBL 2012 - Cork, Ireland
Functionality to support
the Student’s role [3/3]
3. Collaborating and answering the questions
Options for each student:
1. Answer the question between three (3) options
2. Choose the ‘HELP’ option
3. Avoid answering the question
9 ECGBL 2012 - Cork, Ireland
Point System
Points
Starting 1000
Opening a question -20
‘HELP’ option -30
Correct answer 150
Wrong answer 0
10 ECGBL 2012 - Cork, Ireland
End of the game
The game ends…
when all teams answer all the questions
when the time ends
11 ECGBL 2012 - Cork, Ireland
Awards
• “Wise-Man” award: is given to the group with the most
points earned.
• Speed award: is given to the team that answered all the
questions first.
12 ECGBL 2012 - Cork, Ireland
Functionality to support
the Teacher’s role [1/2]
1. Making groups:
• How many students will participate?
• In what way will they be divided into groups?
2. Configuration of parameters:
• Total time
• Remaining time after a team answers all the questions
• Number of the groups
• Number of the members of each group
• Point system
13 ECGBL 2012 - Cork, Ireland
Functionality to support
the Teacher’s role [1/2]
3.Game instructions:
Instructions with the rules and the goals of the game are
provided
4.Running the game:
Control of the game through the centered item of ‘Saturn’.
14 ECGBL 2012 - Cork, Ireland
Virtual world – Scene
1. Initial place (platform)
2. E-MALL
15 ECGBL 2012 - Cork, Ireland
3. HTML & PHP Offices
4. Labyrinth
1
2
3 4
Virtual objects
Question objects
Interactive non
question objects
Irrelevant objects
Virtual world – Scene
16 ECGBL 2012 - Cork, Ireland
Objects with
hidden
questions
Objects with
hidden
questions
Teleferik Teleporter
Activity
Twenty four (24)
undergraduate students
attending the “Internet
Educational Environments”
course, of the Informatics
Department in our University,
were divided into 2 groups of
12
Phase 1
•Faced certain technical
problems
•“Crash” issues
•No impact to the proper
execution of the game
Phase 2
Success!
17 ECGBL 2012 - Cork, Ireland
RedRed GreenGreen
Orange BlueBlue
12 students12 students
Course
• Internet Educational
Environments
RedRed GreenGreen
Orange BlueBlue
12 students12 students
Evaluation
• Questionnaire
• Interview
Phase 1 Phase 2
Evaluation: Research Question [1/2]
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
Totally
agree
Agree Neutral Disagree Totally
disagree
Did the virtual game activity improve the
effectiveness of the knowledge acquisition?
18 ECGBL 2012 - Cork, Ireland
Evaluation: Research Question [2/2]
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
60,00%
Totally
Agree
Agree Neutral Disagree Totally
Disagree
Do the students recommend the systematically existence 
of such activities in education? 
19 ECGBL 2012 - Cork, Ireland
Evaluation: Interview
Comments:
Innovative, pleasant, competitive, fun
Handy and friendly environment
“I was thrilled by the game!”
Problems and Suggestions:
Would prefer immediate feedback
Faced technical problems
20 ECGBL 2012 - Cork, Ireland
Conclusions
• Serious games can help students to improve knowledge
acquisition.
• Students want such games to be part of the educational
process.
• It can be a strong tool for teachers to overcome
educational difficulties.
21 ECGBL 2012 - Cork, Ireland
Future Work
• Exceed difficulties related to game design
• Fix usability problems of advanced feature s
• Second cycle of evaluation
• New ways of evaluation(control and treatment group)
• Insert a human agent
22 ECGBL 2012 - Cork, Ireland
Thank you! Any questions?
Contact:
E-mail:
ilefther@csd.auth.gr
Department of Informatics
Aristotle University of Thessaloniki:
http://www.csd.auth.gr
23 ECGBL 2012 - Cork, Ireland

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Design and evaluation of a 3D Collaborative Game

  • 1. Design and evaluation of a 3D Collaborative Game to Support Game Based Learning Department of Informatics Aristotle University of Thessaloniki Greece Ioannis Champsas Thrasyvoulos Tsiatsos Theodouli Terzidou Apostolos Mavridis 1 ECGBL 2012 - Cork, Ireland Ioannis LeftherisIoannis Leftheris
  • 2. Contents • Game-Based Learning (GBL) and OpenSim • Design of the 3D Collaborative Game • Virtual world – Scene and Objects • Evaluation: Activity and results • Conclusions 2 ECGBL 2012 - Cork, Ireland
  • 3. Goal Present a detailed and comprehensive design and evaluation of a 3D collaborative game using the OpenSim virtual world platform Addresses the following research questions: • Did the virtual game activity improve the effectiveness of the knowledge acquisition? • Do the students recommend the systematically existence of such activities in education? 3 ECGBL 2012 - Cork, Ireland
  • 4. Game-based learning: • “Serious Games” • “Digital Game Learning” • “Digital Game Based Learning” • “Educational Games” • “Immersive Learning Simulations” We adopt the term Game Based Learning as the educational process, which uses game experiences as a tool to learn 4 ECGBL 2012 - Cork, Ireland Serious Games
  • 5. Why OpenSim? It supports online multi-user 3D environments Low cost (free import and creation object) Similar virtual environments to Second Life It supports the same scripting language LSL as in Second Life It is totally removable and dynamic Allows us to migrate our world to Second Life any time 5 ECGBL 2012 - Cork, Ireland
  • 6. Scenario of the game It’s a treasure hunt game with hidden questions. Students are divided into teams and they collaborate in order to find and answer as many questions as they can. Their purpose is to gain points and win awards. The scenario of the game described below involves two types of users: 1. Teachers 2. Students 6 ECGBL 2012 - Cork, Ireland
  • 7. Functionality to support the Student’s role [1/3] 1. Selecting Team and Outfit • Participants begin the game on a platform • HUD (Head Up Display) is displayed on the upper left corner with useful information • Their outfit has been preselected according to the team they belong to • Players are enrolled into teams • The game starts 7 ECGBL 2012 - Cork, Ireland
  • 8. Functionality to support the Student’s role [2/3] 2. Searching for the hidden questions • Players develop their strategy • They interact with objects inside the world in order to find the hidden questions • If so, a pop-up window appears with the question • They communicate through IM (Instant Message) • After a question is answered the question remains available for the rest of the players of the other teams 8 ECGBL 2012 - Cork, Ireland
  • 9. Functionality to support the Student’s role [3/3] 3. Collaborating and answering the questions Options for each student: 1. Answer the question between three (3) options 2. Choose the ‘HELP’ option 3. Avoid answering the question 9 ECGBL 2012 - Cork, Ireland
  • 10. Point System Points Starting 1000 Opening a question -20 ‘HELP’ option -30 Correct answer 150 Wrong answer 0 10 ECGBL 2012 - Cork, Ireland
  • 11. End of the game The game ends… when all teams answer all the questions when the time ends 11 ECGBL 2012 - Cork, Ireland
  • 12. Awards • “Wise-Man” award: is given to the group with the most points earned. • Speed award: is given to the team that answered all the questions first. 12 ECGBL 2012 - Cork, Ireland
  • 13. Functionality to support the Teacher’s role [1/2] 1. Making groups: • How many students will participate? • In what way will they be divided into groups? 2. Configuration of parameters: • Total time • Remaining time after a team answers all the questions • Number of the groups • Number of the members of each group • Point system 13 ECGBL 2012 - Cork, Ireland
  • 14. Functionality to support the Teacher’s role [1/2] 3.Game instructions: Instructions with the rules and the goals of the game are provided 4.Running the game: Control of the game through the centered item of ‘Saturn’. 14 ECGBL 2012 - Cork, Ireland
  • 15. Virtual world – Scene 1. Initial place (platform) 2. E-MALL 15 ECGBL 2012 - Cork, Ireland 3. HTML & PHP Offices 4. Labyrinth 1 2 3 4
  • 16. Virtual objects Question objects Interactive non question objects Irrelevant objects Virtual world – Scene 16 ECGBL 2012 - Cork, Ireland Objects with hidden questions Objects with hidden questions Teleferik Teleporter
  • 17. Activity Twenty four (24) undergraduate students attending the “Internet Educational Environments” course, of the Informatics Department in our University, were divided into 2 groups of 12 Phase 1 •Faced certain technical problems •“Crash” issues •No impact to the proper execution of the game Phase 2 Success! 17 ECGBL 2012 - Cork, Ireland RedRed GreenGreen Orange BlueBlue 12 students12 students Course • Internet Educational Environments RedRed GreenGreen Orange BlueBlue 12 students12 students Evaluation • Questionnaire • Interview Phase 1 Phase 2
  • 18. Evaluation: Research Question [1/2] 0,00% 10,00% 20,00% 30,00% 40,00% 50,00% Totally agree Agree Neutral Disagree Totally disagree Did the virtual game activity improve the effectiveness of the knowledge acquisition? 18 ECGBL 2012 - Cork, Ireland
  • 19. Evaluation: Research Question [2/2] 0,00% 10,00% 20,00% 30,00% 40,00% 50,00% 60,00% Totally Agree Agree Neutral Disagree Totally Disagree Do the students recommend the systematically existence  of such activities in education?  19 ECGBL 2012 - Cork, Ireland
  • 20. Evaluation: Interview Comments: Innovative, pleasant, competitive, fun Handy and friendly environment “I was thrilled by the game!” Problems and Suggestions: Would prefer immediate feedback Faced technical problems 20 ECGBL 2012 - Cork, Ireland
  • 21. Conclusions • Serious games can help students to improve knowledge acquisition. • Students want such games to be part of the educational process. • It can be a strong tool for teachers to overcome educational difficulties. 21 ECGBL 2012 - Cork, Ireland
  • 22. Future Work • Exceed difficulties related to game design • Fix usability problems of advanced feature s • Second cycle of evaluation • New ways of evaluation(control and treatment group) • Insert a human agent 22 ECGBL 2012 - Cork, Ireland
  • 23. Thank you! Any questions? Contact: E-mail: ilefther@csd.auth.gr Department of Informatics Aristotle University of Thessaloniki: http://www.csd.auth.gr 23 ECGBL 2012 - Cork, Ireland