Serious
Games
Network


  Mar$n
Sillaots
02.11.2012

Terminology

•  Serious
Games

  –  Games
for
serious
purpose

  –  Not
only
for
entertainment

  –  E.g:
educa$on,
defense,
health
care,
…

•  Network

  –  Share
informa$on
and
prac$ces

  –  Not
to
produce
something

Goal
of
the
Presenta8on


Share
Tallinn
University
experiences

           in
serious
games

A:
Jump,
B:
Shoot

What
more
could
you
need





     Wery
Demo$va$onal.com

Tallinn
University
Experiences
                                 

•  Past

   –  Seleag
and
Time
Mesh

   –  PayTec
and
Interac$ve
Learning
Desktop

•  Present

   –  SEGAN
–
Serious
Games
Network

   –  iTec
scenario
‐
Students
designing
educa$onal
games

•  Future

   –  siLang
project

   –  Game
Interac$ons
course

2009
–
2011

www.seleag.eu


SELEAG
Goal

Develop
educa$onal
game
for
teaching
history
of


Europe

•  12‐15
age
students

•  1400
‐
2000
period
of
European
history

•  Mul$disciplinary:
history,
geography,
economics,

   social
and
cultural
aspects

•  Mul$lingual
and
Mul$player

•  Online

•  Extendable

www.timemesh.eu
Goals
of
the
History
Curriculum

•    Rise
the
interest

•    Understand
main
terminology
of
history

•    Acquire
chronological
framework

•    Know
the
map

•    Understand
the
connec8ons
between
present
and
past

•    See
the
connec$ons
between
different
historical
events

•    Understand
that
one
event
can
be
interpreted
differently

•    Develop
skills
needed
for
jus$fying
personal
opinion

•    Put
learners
in
the
posi$on
of
people
lived
in
the
past

•    Defines
itself
as
a
member
of
Europe

Important
Processes
that
Shaped

Europe

         During
Last
600
Years

 •    Reforma$on

 •    French
revolu$on

 •    Industrial
revolu8on

 •    The
born
of
na$on
based
countries

 •    Mari8me
History
and
Colonial
countries

 •    I
World
war

 •    II
World
war

 •    Cold
war

 •    European
Union

 •    Collapse
of
the
Soviet
Union

Scenario
of
the
Game

•  Something
went
wrong
in
the
history

•  Game
reality
is
different
from
the
real
reality

•  Player
has
to
go
back
in
$me
and
find
out
what

   went
wrong

•  Fix
it
through
several
tasks

•  Get
to
know
the
history

•  Pass
the
game

Interac8ve
Learning
Desktop

 Tool
for
suppor$ng
kids
development

                 2011

     Enterprise
Estonia
Innova$on
voucher
grant

                        PayTek

Problem:
small
kids
are
not
able

  to
use
keyboard
and
mouse


  Solu$on:
use
RFID
for
star$ng
soware

  and
touch
screen
for
manipula$ng
the

               applica$ons

PayTec
Goal
                        


Create
interac$ve
desk
for
making
connec$on

  between
computer
environment
and
real

 world
and
support
kids
mental
and
physical

                development 

How
it
Works

•  RFID
card
is
glued
to
the
toy

•  Kid
is
placing
the
toy
on

   RFID
reader

•  RF
signal
starts
the
soware

•  Applica$on
is
manipulated

   from
the
touch
screen

Final
Outcome





www.paytek.eu/en/our-products/kidstable
Serious
Games
Network

      2011
‐
2014

SEGAN
Summary

•    Start:
01.12.2011

•    Finish:
31.11.2014

•    Dura$on:
36
m

•    Budget:
~
€
0.6
m

•    Partners:
13
=
10
Universi$es
+
3
SME’s

•    seriousgamesnet.eu

•    Segan
group
in
FB

•    seriousgamesnet.eu

SEGAN
Partners
                                

•    ISEP
‐
Ins$tuto
Superior
de
Engenharia
do
Porto


•    VC
‐
Virtual
Campus
Lda.
‐
Portugal
SME

•    UoL‐FEUL
‐
University
of
Ljubljana

•    UCLAN
‐
University
of
Central
Lancashire

•    KAHO
‐
Katholieke
Hogeschool
St.
Lieven

•    UNIZAR
‐
Universidad
de
Zaragoza

•    Tallinn
University

•    UTH
‐
University
of
Thessaly

•    AET
‐
Andamio
Educa$on
and
Technology
‐
Spain
SME

•    Accord
‐
Accord
Interna$onal
s.r.o.
‐
Czech
SME

•    Corda
‐
Cordia
a.s.
‐
Slovakia
SME

•    CIT
‐
Cork
Ins$tute
of
Technology


•    UCM
‐
Universidad
Complutense
de
Madrid
(Baltasar)

SEGAN
Goals

                        

•  Systema$ze
the
European
approaches
to

   Serious
Games

•  Crea$on
of
European
Associa$on
of
Game

   Based
Learning

SEGAN
Tasks
                           

•    Combine
theory,
research
and
prac$ce

•    Coordinate
communica$on
between
projects

•    Promote
community
of
prac$ce

•    Evaluate
exis$ng
project
and
results

•    Exchange
ideas
and
exper$se


SEGAN
Methods
                            

•  Virtual
communica$on

     –  seriousgamesnet.eu/community

     –  www.facebook.com/groups/segan


•    Face
to
face
mee$ngs

•    Publica$ons

•    Conferences

•    Summer
schools

     –  2012
–
Zaragoza

     –  2013
–
Tallinn

     –  2014
–
Cork

seriousgamesnet.eu/community

SEGAN
Tallinn
Summer
School
                             

•  Integrated
with
Tallinn
Summer
School

   –  summerschool.tlu.ee


•  15‐20
July
2013
(1w)

•  In
English

•  Target
groups:

   –  teachers
interested
in
GBL

   –  interna$onal
students
interested
in
game
development

•  Schedule

   –  1st
day
–
intro
lectures

   –  2
–
4
day
–
developing
educa$onal
games

   –  5th
day
–
closing
conference

summerschool.tlu.ee

Innova8ve
Technologies
for
an

     Engaging
Classroom

           Learning
Scenario:
                            

 Students
Developing
Educa$onal
Games
                                    

iTEC
Summary

•  Innova$ve
Technologies
for
an
Engaging

   Classroom

•  Framework:
7
FP

•  Start:
01.09.2010

•  Finish:
31.11.2014

•  5
cycles

•  Partners:
27
from
15
countries

•  Main
contractor:
European
Schoolnet

•  From
Estonia:
Tiger
Leap
Founda$on

•  itec.eun.org

itec.eun.org

iTEC
Goal
                 


Develop
engaging
scenarios
for

learning
in
the
future
classroom

iTEC
Ac8vi8es
                          

•  Design
innova$ve
learning
scenarios

•  Develop
tools
that
support
scenarios

•  Pilot
scenarios
and
tools
in
schools

iTEC
Scenarios
itec.aalto.fi/scenarios
                                    

Students
Developing
Educa8onal
Games
                                   

•    Introduc$on
of
educa$onal
games

•    Evalua$on
criteria
for
games

•    Selec$on
of
the
curriculum
topic

•    Game
design

•    Develop
e.g.
with
<eAdventure>

•    Involving
experts

•    Published
games
in
Internet

•    Evalua$on
of
games

•    Younger
students
test
games

e‐adventure.e‐ucm.es
                   

iTEC
Game
Scenario
Pilo8ng

•  May
2012
–
pre‐pilot

  –  In
Estonia
1
teacher

•  Oct
–
Dec
2012
–
pilot


•  Jan
–
Feb
2013
‐
evalua$on

  –  In
Estonia
~20
teachers

  –  Teachers
from
12
countries

Games
Introduced
by
Students
During
Pre‐Pilot
                                            

  •    Estonia
board
game

  •    Listen
CD
dame
for
learning
words

  •    Domino
board
game

  •    Professor
Layton
adventure
hqp://professorlayton.nintendo.com

  •    L.A
Noire
detec$ve
hqp://www.rockstargames.com/lanoire

  •    Sims
3
hqp://www.thesims3.com

  •    LiWle
Big
Planet
puzzle
hqp://www.liqlebigplanet.com

  •    NBA
2k12
sports
hqp://www.2ksports.com/games/nba2k12

  •    FIFA11
sports
hqp://www.ea.com/soccer/fifa

  •    Portal
2
puzzle
hqp://www.thinkwithportals.com


Pre‐pilot
Student’s
Game
Designs
                                    


•  Escape
from
the
Zoo

•  Angry
Dog

•  Dog
board
game

siLang
Project
                     


Serious
Games
on
Language
Learning

           2012
‐
2014

siLang
Summary

•    Framework:
Life
Long
Learning

•    Start:
1
Dec
2012

•    Finish:
30
Now
2014

•    Dura$on:
24
mo

•    Kick
off:
10‐11
Dec
2012
Volos

•    Workload:
1502
D

•    Budget:
399
071
€

•    Partners:
6

siLang
Partners
                            

•  UTH
‐
University
of
Thessaly
(Greece)

•  HCT
‐
HiST
Contract
Research
(Norway)

•  CERETETH
‐
Centre
for
Research
and
Technology

   Thessaly
(Greece)

•  Università
degli
Studi
“Guglielmo
Marconi”
(Italy)

•  TLU
‐
Tallinn
University
(Estonia)

•  EWF
‐
European
Welding
Federa$on
(Belgium)

siLang
Content
                           

•  Serious
games
on
language
learning

•  Used
in
army
to
train
soldiers
rapidly

•  Working
language
‐
vehicular
language
‐
bridge

   language
‐
lingua
franca
‐
third
language

•  Cultural
issues,
non‐na$ve
speakers,
field
of

   engineering

  –  e.g

Greek
use
English
in
Spain
‐
specific

     pronuncia$on,
cultural
prac$ces
that
affect

     communica$on,
…

Who
Says

Videogames
don’t
pay
off
in
real
life?





             Mo$fake.com

siLang
Goal
                          

•  Develop
serious
game
for
learning
vehicular

   languages
(lingua
franca)
in
the
work
place

   (taking
into
account
cultural
aspects)

siLang
Tasks
                            

•    Analyze
current
status
of
language
learning

•    Develop
sound
game‐based
didac$cal
framework

•    Technical
implementa$on
of
the
game

•    Learning
ac$vi$es

•    Valida$on
of
the
game

•    Dissemina$on

•    Exploita$on

Game
Interac8ons
Course


          2013

Course
Summary

•  Previously
taught
by
Ulf
Hagen

•  Belongs
to
master
curriculums:

  –  Interac$ve
Media
and
Knowledge
Environments

     imke.tlu.ee

  –  Bal$c
Film
and
Media
‐
Cross
Media

     www.bfm.ee/programmes/crossmedia


•  Feb
–
May
2013

•  3
EAP

Course
Goals
                         

•  Game
research
and
theory

•  Game
design

•  Game
implementa$on

Game
Interac8ons
Course
Design

•  Gamifica$on
or
Game
Based
Course
Design

  –  Using
game
mechanics
and
elements
for
course

     design

  –  Mul$‐player
real
world
educa$onal
game

•  PhD
thesis

  –  Research
project
for
designing
and
running
the

     course

Game
Mechanics
as
Course
Elements
                                

 •    Luck
–
random
exercises

 •    Leadership
–
team
and
produc$on
management

 •    Strategy
–
planning
ac$vi$es

 •    Compe$$on
–
vo$ng,
reviews

 •    Diplomacy
–
interac$on
with
students

 •    Resource
management
–
collec$ng
study

      materials

Game
Elements
in
Course

•    Learning
environment
–
Game
World

•    Students
–
Avatars,
players

•    Teacher
–
Game
master

•    Grades
–
Points
and
Levels

•    Tasks

     –  Quests

     –  Defeat
NPCs

     –  Collect
items

     –  Cra
items

•  Exam
‐
Boss
Fight

Game
Over





 Demo$va$onal.com


Serious Games Network

  • 1.
  • 2.
    Terminology
 •  Serious
Games
 –  Games
for
serious
purpose
 –  Not
only
for
entertainment
 –  E.g:
educa$on,
defense,
health
care,
…
 •  Network
 –  Share
informa$on
and
prac$ces
 –  Not
to
produce
something

  • 3.
  • 4.
  • 5.
    Tallinn
University
Experiences 
 •  Past
 –  Seleag
and
Time
Mesh
 –  PayTec
and
Interac$ve
Learning
Desktop
 •  Present
 –  SEGAN
–
Serious
Games
Network
 –  iTec
scenario
‐
Students
designing
educa$onal
games
 •  Future
 –  siLang
project
 –  Game
Interac$ons
course

  • 6.
  • 7.
    SELEAG
Goal
 Develop
educa$onal
game
for
teaching
history
of

 Europe
 •  12‐15
age
students
 •  1400
‐
2000
period
of
European
history
 • Mul$disciplinary:
history,
geography,
economics,
 social
and
cultural
aspects
 •  Mul$lingual
and
Mul$player
 •  Online
 •  Extendable

  • 9.
  • 10.
    Goals
of
the
History
Curriculum
 •  Rise
the
interest
 •  Understand
main
terminology
of
history
 •  Acquire
chronological
framework
 •  Know
the
map
 •  Understand
the
connec8ons
between
present
and
past
 •  See
the
connec$ons
between
different
historical
events
 •  Understand
that
one
event
can
be
interpreted
differently
 •  Develop
skills
needed
for
jus$fying
personal
opinion
 •  Put
learners
in
the
posi$on
of
people
lived
in
the
past
 •  Defines
itself
as
a
member
of
Europe

  • 11.
    Important
Processes
that
Shaped

Europe
 During
Last
600
Years
 •  Reforma$on
 •  French
revolu$on
 •  Industrial
revolu8on
 •  The
born
of
na$on
based
countries
 •  Mari8me
History
and
Colonial
countries
 •  I
World
war
 •  II
World
war
 •  Cold
war
 •  European
Union
 •  Collapse
of
the
Soviet
Union

  • 12.
    Scenario
of
the
Game
 •  Something
went
wrong
in
the
history
 •  Game
reality
is
different
from
the
real
reality
 • Player
has
to
go
back
in
$me
and
find
out
what
 went
wrong
 •  Fix
it
through
several
tasks
 •  Get
to
know
the
history
 •  Pass
the
game

  • 14.
    Interac8ve
Learning
Desktop
 Tool
for
suppor$ng
kids
development
 2011
 Enterprise
Estonia
Innova$on
voucher
grant
 PayTek

  • 15.
    Problem:
small
kids
are
not
able
 to
use
keyboard
and
mouse

 Solu$on:
use
RFID
for
star$ng
soware
 and
touch
screen
for
manipula$ng
the
 applica$ons

  • 16.
    PayTec
Goal 
 Create
interac$ve
desk
for
making
connec$on
 between
computer
environment
and
real
 world
and
support
kids
mental
and
physical
 development 

  • 17.
    How
it
Works
 •  RFID
card
is
glued
to
the
toy
 •  Kid
is
placing
the
toy
on
 RFID
reader
 •  RF
signal
starts
the
soware
 •  Applica$on
is
manipulated
 from
the
touch
screen

  • 18.
  • 19.
    Serious
Games
Network
 2011
‐
2014

  • 20.
    SEGAN
Summary
 •  Start:
01.12.2011
 •  Finish:
31.11.2014
 •  Dura$on:
36
m
 •  Budget:
~
€
0.6
m
 •  Partners:
13
=
10
Universi$es
+
3
SME’s
 •  seriousgamesnet.eu
 •  Segan
group
in
FB
 •  seriousgamesnet.eu

  • 21.
    SEGAN
Partners 
 •  ISEP
‐
Ins$tuto
Superior
de
Engenharia
do
Porto

 •  VC
‐
Virtual
Campus
Lda.
‐
Portugal
SME
 •  UoL‐FEUL
‐
University
of
Ljubljana
 •  UCLAN
‐
University
of
Central
Lancashire
 •  KAHO
‐
Katholieke
Hogeschool
St.
Lieven
 •  UNIZAR
‐
Universidad
de
Zaragoza
 •  Tallinn
University
 •  UTH
‐
University
of
Thessaly
 •  AET
‐
Andamio
Educa$on
and
Technology
‐
Spain
SME
 •  Accord
‐
Accord
Interna$onal
s.r.o.
‐
Czech
SME
 •  Corda
‐
Cordia
a.s.
‐
Slovakia
SME
 •  CIT
‐
Cork
Ins$tute
of
Technology

 •  UCM
‐
Universidad
Complutense
de
Madrid
(Baltasar)

  • 22.
    SEGAN
Goals
 
 •  Systema$ze
the
European
approaches
to
 Serious
Games
 •  Crea$on
of
European
Associa$on
of
Game
 Based
Learning

  • 23.
    SEGAN
Tasks 
 •  Combine
theory,
research
and
prac$ce
 •  Coordinate
communica$on
between
projects
 •  Promote
community
of
prac$ce
 •  Evaluate
exis$ng
project
and
results
 •  Exchange
ideas
and
exper$se


  • 24.
    SEGAN
Methods 
 •  Virtual
communica$on
 –  seriousgamesnet.eu/community
 –  www.facebook.com/groups/segan

 •  Face
to
face
mee$ngs
 •  Publica$ons
 •  Conferences
 •  Summer
schools
 –  2012
–
Zaragoza
 –  2013
–
Tallinn
 –  2014
–
Cork

  • 25.
  • 26.
    SEGAN
Tallinn
Summer
School 
 •  Integrated
with
Tallinn
Summer
School
 –  summerschool.tlu.ee

 •  15‐20
July
2013
(1w)
 •  In
English
 •  Target
groups:
 –  teachers
interested
in
GBL
 –  interna$onal
students
interested
in
game
development
 •  Schedule
 –  1st
day
–
intro
lectures
 –  2
–
4
day
–
developing
educa$onal
games
 –  5th
day
–
closing
conference

  • 27.
  • 28.
    Innova8ve
Technologies
for
an
 Engaging
Classroom
 Learning
Scenario: 
 Students
Developing
Educa$onal
Games 

  • 29.
    iTEC
Summary
 •  Innova$ve
Technologies
for
an
Engaging
 Classroom
 •  Framework:
7
FP
 •  Start:
01.09.2010
 •  Finish:
31.11.2014
 •  5
cycles
 •  Partners:
27
from
15
countries
 •  Main
contractor:
European
Schoolnet
 •  From
Estonia:
Tiger
Leap
Founda$on
 •  itec.eun.org

  • 30.
  • 31.
    iTEC
Goal 
 Develop
engaging
scenarios
for
 learning
in
the
future
classroom

  • 32.
    iTEC
Ac8vi8es 
 •  Design
innova$ve
learning
scenarios
 •  Develop
tools
that
support
scenarios
 •  Pilot
scenarios
and
tools
in
schools

  • 33.
  • 34.
    Students
Developing
Educa8onal
Games 
 •  Introduc$on
of
educa$onal
games
 •  Evalua$on
criteria
for
games
 •  Selec$on
of
the
curriculum
topic
 •  Game
design
 •  Develop
e.g.
with
<eAdventure>
 •  Involving
experts
 •  Published
games
in
Internet
 •  Evalua$on
of
games
 •  Younger
students
test
games

  • 35.
  • 36.
    iTEC
Game
Scenario
Pilo8ng
 •  May
2012
–
pre‐pilot
 –  In
Estonia
1
teacher
 •  Oct
–
Dec
2012
–
pilot

 •  Jan
–
Feb
2013
‐
evalua$on
 –  In
Estonia
~20
teachers
 –  Teachers
from
12
countries

  • 37.
    Games
Introduced
by
Students
During
Pre‐Pilot 
 •  Estonia
board
game
 •  Listen
CD
dame
for
learning
words
 •  Domino
board
game
 •  Professor
Layton
adventure
hqp://professorlayton.nintendo.com
 •  L.A
Noire
detec$ve
hqp://www.rockstargames.com/lanoire
 •  Sims
3
hqp://www.thesims3.com
 •  LiWle
Big
Planet
puzzle
hqp://www.liqlebigplanet.com
 •  NBA
2k12
sports
hqp://www.2ksports.com/games/nba2k12
 •  FIFA11
sports
hqp://www.ea.com/soccer/fifa
 •  Portal
2
puzzle
hqp://www.thinkwithportals.com


  • 38.
    Pre‐pilot
Student’s
Game
Designs 
 •  Escape
from
the
Zoo
 •  Angry
Dog
 •  Dog
board
game

  • 39.
    siLang
Project 
 Serious
Games
on
Language
Learning
 2012
‐
2014

  • 40.
    siLang
Summary
 •  Framework:
Life
Long
Learning
 •  Start:
1
Dec
2012
 •  Finish:
30
Now
2014
 •  Dura$on:
24
mo
 •  Kick
off:
10‐11
Dec
2012
Volos
 •  Workload:
1502
D
 •  Budget:
399
071
€
 •  Partners:
6

  • 41.
    siLang
Partners 
 •  UTH
‐
University
of
Thessaly
(Greece)
 •  HCT
‐
HiST
Contract
Research
(Norway)
 •  CERETETH
‐
Centre
for
Research
and
Technology
 Thessaly
(Greece)
 •  Università
degli
Studi
“Guglielmo
Marconi”
(Italy)
 •  TLU
‐
Tallinn
University
(Estonia)
 •  EWF
‐
European
Welding
Federa$on
(Belgium)

  • 42.
    siLang
Content 
 •  Serious
games
on
language
learning
 •  Used
in
army
to
train
soldiers
rapidly
 •  Working
language
‐
vehicular
language
‐
bridge
 language
‐
lingua
franca
‐
third
language
 •  Cultural
issues,
non‐na$ve
speakers,
field
of
 engineering
 –  e.g

Greek
use
English
in
Spain
‐
specific
 pronuncia$on,
cultural
prac$ces
that
affect
 communica$on,
…

  • 43.
  • 44.
    siLang
Goal 
 •  Develop
serious
game
for
learning
vehicular
 languages
(lingua
franca)
in
the
work
place
 (taking
into
account
cultural
aspects)

  • 45.
    siLang
Tasks 
 •  Analyze
current
status
of
language
learning
 •  Develop
sound
game‐based
didac$cal
framework
 •  Technical
implementa$on
of
the
game
 •  Learning
ac$vi$es
 •  Valida$on
of
the
game
 •  Dissemina$on
 •  Exploita$on

  • 46.
  • 47.
    Course
Summary
 •  Previously
taught
by
Ulf
Hagen
 •  Belongs
to
master
curriculums:
 –  Interac$ve
Media
and
Knowledge
Environments
 imke.tlu.ee
 –  Bal$c
Film
and
Media
‐
Cross
Media
 www.bfm.ee/programmes/crossmedia

 •  Feb
–
May
2013
 •  3
EAP

  • 48.
    Course
Goals 
 •  Game
research
and
theory
 •  Game
design
 •  Game
implementa$on

  • 49.
    Game
Interac8ons
Course
Design
 •  Gamifica$on
or
Game
Based
Course
Design
 –  Using
game
mechanics
and
elements
for
course
 design
 –  Mul$‐player
real
world
educa$onal
game
 •  PhD
thesis
 –  Research
project
for
designing
and
running
the
 course

  • 50.
    Game
Mechanics
as
Course
Elements 
 •  Luck
–
random
exercises
 •  Leadership
–
team
and
produc$on
management
 •  Strategy
–
planning
ac$vi$es
 •  Compe$$on
–
vo$ng,
reviews
 •  Diplomacy
–
interac$on
with
students
 •  Resource
management
–
collec$ng
study
 materials

  • 51.
    Game
Elements
in
Course
 •  Learning
environment
–
Game
World
 •  Students
–
Avatars,
players
 •  Teacher
–
Game
master
 •  Grades
–
Points
and
Levels
 •  Tasks
 –  Quests
 –  Defeat
NPCs
 –  Collect
items
 –  Cra
items
 •  Exam
‐
Boss
Fight

  • 52.