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Serious Games - Science topic
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I am interested in learning about new approaches to deliberative environmental governance in all parts of the world. By "approach" I mean a format, model, or design that is intentionally made and applied. For my purposes, they need to be focused on fostering deliberation.
I am familiar with these deliberative approaches:
- citizen juries
- citizen advisory committees
- citizen assemblies
- mini-publics
- deliberative opinion polls
- decision theatres
- serious games (there are a variety, but they use simulation to stimulate dialogue)
- regulatory negotiation (not public, but limited to stakeholders)
- citizen initiatives (which is a very broad term for a variety of things, these may not meet the criteria for "approaches')
Two questions:
1. Can anyone think of another approach that is unique in some way?
2. These are very European-American centric. Are there others from other parts of the world? Names of scholars and publications would be welcome!
Thomas Webler
Senior Fellow, Institute for Advanced Sustainability Studies, Potsdam, Germany
Senior Researcher, Social and Environmental Research Institute, Massachusetts USA
I have been struggling with the debriefing stages of serious games. I believe debriefing is essential for the success of a serious game. I have been testing ways to do it in a systematic way. I would appreciate knowing how other colleges do this in practice. How to conduct and evaluate serious games debriefing?
It would be great to hear from the community whether you have any experience (positive or negative) in applying gamification, simulations, and/or serious games in class.
Literature? Experience? Opinions? ... are most welcome ... Thank you!
Education 4.0 is a new educational paradigm designed to address the needs and opportunities of the fourth industrial revolution. Essentially, Education 4.0 is based on the concept of learning by doing, where students are encouraged to learn and discover different things in unique ways by experimenting [1]. In addition to the application of Industry 4.0 technologies, Education 4.0 relies on concepts such as gamification, simulations, and serious games [2].
Computer games that, in addition to their entertainment value, specifically promote the transfer of knowledge and skills or support behavioral changes are referred to as serious games. Serious games in education, especially at universities, have not yet been fully researched, although the pedagogical application of gamification, serious games, and computer simulations has long been known as an educational method and has demonstrably significant development potential [3, 4].
Recent studies, even before COVID-19, point to increasing numbers of users and an ever-greater integration of information and communication technology into existing educational processes [5, 6] in order to increase the attractiveness of teaching and learning [7-9]. Modern, well-designed learning games improve the user's problem-solving skills, enable effective learning, and can build bridges between theory and practical application by learning, retrieving, and assessing skills and knowledge in a positive, motivating, safe, simulated environment [10, 11]. In addition, game data can be analyzed relatively easily to provide useful information for measuring, assessing, and improving performance, but also for improving the learning environment [12].
Although interest in games in education has increased over the last decade, there is still much need for research on serious games and their effectiveness [13]. Moreover, theoretical and practical exploration requires interdisciplinary collaboration [14].
I am looking forward to your insights!
Dear colleagues,
As work development and skill (re) training is considered a key condition for adequate economic development in emerging economies, can we associate the "Appropriate Technology" concepts (as contextualizing technological, structural, and local behavioral aspects as general factors, and concrete, specific factors that included meeting local needs, utilizing local resources, accounting for cultural conditions, and knowledge transfer mechanisms, among many others. in order to satisfy said technology end users' needs and expectations") to the particular technology used in "serious games" (applied as training systems for organizations deployed for the workforce, in order to enhance knowledge and skill sets) ?
I am trying to create a logical link between the two concepts and argue that Serious Games, as training mediated by technology, can in fact be classified as "Appropriate Technology" when it need to be adapted to emerging market conditions (as mentioned above), pertains to important quality-of-life concerns (employment and market economic sustainability - http://www3.weforum.org/docs/WEF_2019_Strategies_for_the_New_Economy_Skills.pdf) and it s adoption is ultimately dependent (or impacted) on the end user adoption (considering existing frameworks, suchg as TAM or UTAUT).
Do you agree?
If so, can you help me find references where similar arguments could be used in a paper I am writing?
Thanks in advance!
Mathias
Does anyone knows studies regarding the effects of game-based approaches like serious games or gamification to improve or foster (digital) health literacy?
I am working as a research intern on the above-mentioned title. Any leads, guidance, suggestions, help are all accepted.
Towards the topic,
To deal with new Additive Manufacturing challenges, there is a great need to train workers on this new manufacturing technology through efficient learning programs and tools near to the factory. The aim of this topic is to explore it for the creation of an attractive lesson on key AM processes. The proposed scenario will focus on the configuration of machine parameters by defining the background model that connects machine/process parameters to product characteristics. Based on that, virtual reality conception software (UNITY) will be studied to analyze how the model can be implemented in a practical scenario.
We are trying to push the acceptance of Serious Gaming in SME in the Dutch-German Border region. Therefore we are interested in the acceptance of Serious Gaming by CEO and owners of SME.
Anyone know journals and conference for Serious Game that I cannot miss?
Today, in 2019, I see an increasing popularity of playing a Capture The Flag (CTF) by Cybersecurity students.
What are the advantages and disadvantages of playing CTF's in relation to developing the right skills for Cybersecurity students (Bachelors and Master degree)? Does it ad value to the cybersecurity skills gap? On what way it does or does not?
CTF definition from Wiki: en.wikipedia.org/w/index.php?title=Capture_the_flag#Computer_security
There are a lot of competitions online and offline. Just a few examples:
Offline: ecsc.eu (Europe), defcon.org (Americanas)
Example Curricula from ECSC: ecsc.eu/about/ecsccurricula.pdf/download
Good reads about the intersection of Cybersecurity and education (related to playing CTF's) are also welcome.
Other questions i have in mind:
1) How does playing CTF games ad an value to the quantitave and qualitative cybersecurity skills shortage worldwide?
2) Can playing CTF's be a (partial) replacement for Cybersecurity-education (under- and graduate level)?
3) The quality of a CTF strongly depends on the developer(s). Is there (some kind of) framework to measure the quality and levels of CTF's?
4) What is the future of CTF's? (Serious gaming/cybersecurity simulation environment/other)
5) How can we make CTF's more reality based / realistic?
6) The sooner students start with playing CTF's, the better?
Sources for CTF frameworks:
https://github.com/cliffe/SecGen
https://github.com/CTFd/CTFd
https://github.com/easyctf/librectf
https://github.com/facebook/fbctf
https://github.com/Gallopsled/pwntools
https://github.com/koromodako/mkctf
https://github.com/legitbs/scorebot
https://github.com/mcpa-stlouis/hack-the-arch
https://github.com/moloch--/RootTheBox
https://github.com/Nakiami/mellivora
https://opencyberchallenge.net/
https://github.com/UnrealAkama/NightShade
Good reads:
https://trailofbits.github.io/ctf/
https://github.com/s1gh/ctf-literature
https://www.endgame.com/blog/technical-blog/how-get-started-ctf
https://doc.lagout.org/security /Packt.Kali.Linux.CTF.Blueprints.Jul.2014.ISBN.1783985984.pdf
I am searching for gameplay data from serious games to apply educational data mining or learning analytics to enhance in-game assessment.
Research is actively trying to innovate an propose new tools that will be used by future generations. However, this constant flow on new technology, that will continue to increase exponentially, accelerates the progress and replaces certain tools that we currently use.
An example that is close to my field of research is serious games for functional rehabilitation. Currently we are conceiving and implementing home-based serious games for people with musculoskeletal disorders. We suppose that the current adult generation should be open to using these systems since they are well adapted to using PC's and connected objects. But will these platforms that we are developing, going to be relevant in 10 years time, when the adults are supposed to benefit from them? or will they be replaced by other concepts.
Hello all,
I was wondering if anyone could recommend me a paper or three discussing or revolving around the game-reality barrier in educational games?
To clarify, I am currently doing research on how people learn from playing educational games about sustainability issues of all shapes, sizes and formats. A concern of mine is that educational games might be perceived as just that - games, with no roots or parallels in reality.
While I do know that there are several good examples of how game-based learning could be effective, I am still curious as to how the potential barrier between games and reality might affect the learning outcomes of those who play.
Any and all suggestions for peer-reviewed papers and / or books are highly welcome!
- Kristoffer
Hello dears,
I am looking for some serious games used in educational activities using folk culture as a basis to form the gameplay or the journey of the player.
I found Okami from Capcom, besides it is a good sample, I think it is an entertainment game, and it is not exactly what I want.
The serious games may be used in some gamified process or not. Do you know a game like this?
Best regards,
I am interested in making a suite of Unity Engine video games for second language acquisition in character based languages. The language of peak interest is Mandarin Chinese. Currently, I'm aware of the nature of how the characters are constructed from the fundamental 214 radicals. I'm now interested in understanding the cognitive steps to learning to write these characters. I'm looking for linguists or psychologists who can point me in the right direction so that I can optimize the game's serious elements.
I am making a learning game in Unity Engine, see my other questions for details
Dear colleagues,
I'm conducting a study in order to discuss the research challenges in the process of evaluating educational games. So, I will be happy for the opportunity to discuss with you about the main challenges you perceive about the educational game's evaluation.
Please, let me know, in your opinion, what is the biggest research challenge in the evaluation of educational games?
Blind and Deaf game mechanics are often mutually exclusive as one emphasis on parallel vision and the other on echolocation. Is there not a middle ground? something reachable to both? Visual Narratives and descriptive narratives could be the way to go as one could be translated to the other, however this requires two different types of work. Is there any game mechanic that works in the same way for both that is engaging for everyone?
What are the most important requirements that we should consider when developing a serious game for the deaf community?
What are the most important requirements that we should consider when developing a serious game for the blind community?
My goal is to implement dynamic difficulty adjustment for a rehabilitation game. The objective is to reach a goal position in a two-dimensional space. Parameters could be the distance, area size, ... And I do not want to make any assumptions on the user in advance.
Approaches I found so far: Evolutionary Fuzzy Cognitive Maps, Reinforcement Learning (mainly Q-Learning), Evolutionary Algorithms and Partial Ordered Sets (POSM).
Did I miss an approach I should consider as well? And do you have any experience/literature you can share with me?
Any help is welcome! Thank you,
Martin
There are many cases in NLP when computational approaches that generate questionnaires or surveys are necessary. For example, in storytelling or serious games or tutoring systems. I wonder if somebody has performed a corresponding research.
Any expert in this field who can provide suggestions on possible areas of study.
- Was considering health promotion and its role in enhancing engagement in self-management digital tools.
As part of our project on designing games to train executive functions we also ask whether the EF gained by playing our games will also enhance academic outcomes. To that end we plan to use learning tasks that specifically relate to the EF subskills - updating, switching, or inhibition. Any suggestions of research studies on this topic would be appreciated!
- Compared to the learning objectives
- With the features of the device
- Compared with measured performance
When observing the students playing the ARG a few conclusions could be made of the way students obstruct.
1) active withdrawal: total physical absence
2) passive withdrawal: being physically present but mentally absent/ distracted
3) passive aggression: going along with the assignment but sabotaging the outcome
4) active aggression: negative talk/ mood setting/ body language, creating unease etc.
These are the hard obstructions. There are also the soft obstruction.
1) doing the assignment but making sure the outcome is ‘my own thing’.
2) doing the assignment but not investing once self in it calling it ‘not my thing’.
3) doing the assignment with a lot of resistance such as multiple ‘why oh why”
4) doing the assignment but sloppy, without careful reading or effort to stretch
I want to know your opinion about Serious Game as an educational tool
Any references or web site about the subject ?
Did you use this tool in your course ? Which course ?
I am looking for the user specific data/log files from the serious games to use it for creating learner profiles.
I am referring both to serious games , as the didactic games.
Would visual interactive mathematical models be an effective strategy for culturally relevant mathematical instruction? Is there any firm research on this topic?
What papers/frameworks/techniques are considered ‘standard’ templates for measuring and analysing player engagement with digital games/serious games? Engagement being in the broadest sense to include immersion, flow and so on. Thank you.
Hi,
We are designing a serious fire game with 22 participants. I was wondering how it is possible to implant panic in this scenario? Are there any studies done on this topic that you may know?
Thanks,
Parvaneh
I only found serious games study in very short term less than a month. Anyone see studies that serious games are still effective in long run. Players keep playing the game again and again for let's say 6 months or years.
Thank you.
I'm looking for multiplayer competitive game, from entertainment industry, with an explored thematic or emotion, a message, a meaning?
As "Ico" explores attachement, or "Shadow of the collossus" tries to involve us in a form of culpability, do you have example of an equivalent approach in competitive games?
No serious game.
I am researching the translation of linear persuasive documentary into serious games design for a practice based PhD and am having trouble finding the relevant academic research into this area.
I will use the simulation to test the effect of different user interface features, such as different visualizations of prognosis information, on the operators’ situation awareness. Which software packages can I use to efficiently and effectively build a simulation environment which represents the control room? The interface will contain a geographic information system (GIS) with information layers, including vessel position tracks and different information windows with detailed information about vessels, traffic management measures, hydro and meteorological information, etc.
Looking for opinions and perspectives of colleagues from different backgrounds.
I'm writing a report on the most interesting trends in e-learning corporate training.
I identified these following topics:
- Gamification and serious games;
- Adaptive learning;
- Adaptive testing;
- Mobile web learning vs. learning app
- Storytelling
Do you agree with this list or have any suggestions?
I'm looking for relevant publications in the Serious Games industry but I don't find interesting articles. Does anyone know any interesting journal that would be worth it?
We've been using the VRRS system of Khymeia (Italy), and we'd like to know what are the other VR systems (gaming platform included) used, and by whom.
Thanks in advance for your time.
I am doing research on evidence based game design for the healthcare industry. Our team is trying to bring the games industry closer to the healthcare industry by transferring knowledge between the two. Both the industries would want evidences to see what works in games design and what does not. An example, for instance: games for children with autism should use simple interfaces. This is one example of things we would like to couple together. I also would like to couple gamegenres to specific problems in the health industry. Any hints for me?
There is a significant difference between these two technological learning mediators.
When and where should one use them?
I am interested in better understanding Non-Player Character (NPC) design in games in order to apply the ideas to social and socio-economic agent-based simulation. I was wondering if there are any object oriented design patterns that are commonly used for the design of NPCs. I am currently using hierarchical finite state machines for defining my agents. As an example one pattern I came across is the actor-role design pattern which seems to be quite useful for my purpose.
I am specifically curious in how game designers approach serious games. Preferably the literature covers the techniques used, the process undergone, and/or insights into their decision making in the development of a digital game with a purpose besides entertainment.
Let us suppose serious games improve performance. What performance metrics can researchers or stakeholders use to measure performance improvement occurred?
We are doing a research project on using games to study how people can be seduced to display more cooperative or more competitive behaviour.