Archive for the 'Education' Category

19
Oct

Foundations of Digital Games 2009

CALL FOR PAPERS (PDF Version)

FDG ’09, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year’s conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.

FDG 2009 will include presentation of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use.

Theme Area Topics

Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly using the descriptions here:

Artificial Intelligence

We solicit papers on artificial intelligence research that provides novel solutions to traditional game AI problems (e.g. path planning, camera control, terrain analysis, user modeling, tactical/strategic decision making, etc.), supports novel game concepts or gameplay elements (e.g. interactive drama, narrative/character development, NPC belief/attitude/emotion modeling, etc.), provides automated or semi-automated solutions to game production challenges (e.g. game design, content creation, testing, prodcedural animation, etc.), or describes the integration of AI technologies (e.g. machine learning, logical inference, planning, etc.) into game AI architectures.

Computer Science and Games Education

The Computer Science and Games Education Theme Area invites researchers and educators to submit papers illustrating the latest advances and innovation in curricula for games and computer science, in both formal and informal educational contexts. All papers must show rigorous and compelling evaluation. Topics of interest include, but are not limited to: game design and development curricula, effective practices and infrastructure for the use of games and game technologies in Computer Science courses and programs, Web-based (adaptive) educational games and interdisciplinary collaboration among computer scientists and others to create games in educational contexts.

Databases

The database track is soliciting papers with either novel applications of database techniques to computer games or with novel database techniques especially designed for digital games. Topics include database engines, query processing, and query optimization for games workloads; declarative languages for game programming; distributed database techniques and consistency models for networked games; data management for games that cross physical and virtual worlds.

Game Studies | Game Design

The Game Studies | Game Design theme seeks reports of creative design practice and methods, as well as the exploration and development of innovative gameplay forms and mechanics. Research on new models for player involvement, design as co-construction with players and their communities, and iterative player-centered design are also very welcome. Within the domain of game studies more generally, submissions are welcome in the areas of player experience, game ontology, the social and cultural aspects of gameplay, cross-cultural analyses, networked play (including consoles), casual and serious gaming. Submissions that provide a rigorous analysis of new or emerging phenomena are of strong interest.

Graphics and Interfaces

The graphics and interfaces theme seeks papers on all aspects of computer graphics and user interfaces that are specifically related to digital games, including but not limited to: animation; modeling; rendering; 2D and 3D user interfaces; collaborative user interfaces; mobile user interfaces; tangible user interfaces; design of (interfaces for) Web 2.0 game focused web applications; integration of web-based and computer/console based game worlds; augmented reality and virtual reality; and novel interaction devices and displays.

Networks and Security

We invite submissions that focus on the many aspects of constructing networked games and networked game services. Submissions that fall under the following areas are encouraged: networked game architectures, network protocol design for games, latency issues, lag compensation, and synchronization methods, mobile and/or resource-constrained games, software and middleware support for developing networked games, content delivery and adaptation, services for supporting networked games, cheat detection techniques, cheat prevention via secure game design and the networking and security aspects of Web-based games and game portals.

19
Oct

Games For Learning Institute (G4LI)

There will be a new Games for Learning Institute (G4LI) in New York University. The institute is a new joint research endeavor of Microsoft Research, New York University, and a consortium of universities, including: Columbia University, the City University of New York (CUNY), Dartmouth College, Parsons The New School for Design, Polytechnic Institute of NYU, the Rochester Institute of Technology, and Teachers College at Columbia University.

Microsoft Research is providing $1.5 million to the Institute. NYU and its consortium of partners are matching Microsoft’s investment, for a combined $3 million. Funding covers the first three years of the G4LI’s research, which will focus on evaluating computer games as potential learning tools for science, technology, engineering and mathematics (STEM) subjects at the middle-school years (grades 6–8). The institute will work with a range of student populations, yet focus on underrepresented middle-school students, such as girls and minorities.

The aim is to identify which qualities of computer games engage students and develop relevant, personalized teaching strategies that can be applied to the learning process.

Effectiveness of Video Games. Again!

“While educational games are commonplace, little is known about how, why or even if they are effective,” said John Nordlinger, senior research manager for Microsoft Research’s gaming efforts. “Microsoft Research, together with NYU and the consortium of academic partners, will address these questions from a multidisciplinary angle, exploring what makes certain games compelling and playable and what elements make them effective, providing critically important information to researchers, game developers, and educators to support a new era of using games for educational purposes.”

How do they plan on doing it?

The G4LI also will evaluate game prototypes and introduce them, along with accompanying curricula, to an existing network of 19 New York City area schools; results in the classroom will be tracked. Based on the findings, the institute’s goal is to expand its research and game development to all K–12 grades. Resulting scientific evidence will be shared broadly with researchers, game developers and educators.

Original article: here.

I am one who don’t think qualitative tracking will work. So I can only hope they are not going down that path. I can only guess (since it is NYU) at what methodology they will be using…

17
Oct

ModSim World conference

Come across a ModSim World Conference: Decision Making in Complex Environment [http://www.modsimworld2008.com] from September 15-18, 2008, at Virginia Beach, VA.

The conference looks to be small to medium size (as compared to AECT and AERA, of course). But I wonder how is it when compared to Ed-Media and E-Learn? No doubt the computer science and engineering people are getting into these kind of things fast! (Selected presentations will be published in ACM digital library, so go figure.) :mrgreen:

And something new for my radar: there is Virginia Modeling, Analysis and Simulation Center (VMASC) at Old Dominion University, perhaps I should “look around more”? The VMASC is a multi-disciplinary modeling, simulation and visualization collaborative research center managed through the Office of Research at Old Dominion University.

There are several tracks in the conference. but the tracks include:

Education & Training

This track focuses on the development and preparation of modeling and simulation professionals and specialists, and issues related to the development and enhancement of the 21st Century modeling and simulation workforce. This includes high school, community college, undergraduate, and graduate level education; modeling and simulation as content and methodology; professional development; and continuing education.

Education and training are broadly defined to include instruction, instructional-related issues and techniques, curricula, standards, certification, accreditation, and resources.  The education and training track serves as a forum for (1) the exchange of knowledge; (2) interchange among individuals and parties; and (3) for the presentation, discussion, and resolution of issues pertaining to pedagogy and modeling and simulation.

Day 1: M&S in Engineering & Technology 1: Aerospace (Charles Camarda), M&S in Engineering & Technology 2: Science (William Dunn), Emerging M&S Capabilities in 2030,

Day 2: Vertical Panel on M&S in Eng & Tech: K-12, CC, University, Industry; M&S in Engineering & Technology 3:  Civil & Naval Design (Alexander Kott), Game-Based Learning,

Day 3: M&S in Program & Project Design & Management - Part 1

And, no kidding! They have a track for serious games, too. This is getting really “serious”…

Cross-Cutting Track - Game-Based Learning (Serious Games)

In addition to the core areas of concentration, MODSIM will explore some of the conceptual and technological threads that run between these various disciplines. Our cross cutting secessions will focus on the exciting world of Game-Based Learning (serious games) as it applies to each of the focal tracks. By exploring these topics we will begin opening the door to revolutionary new solutions.

This track embraces the full spectrum of thought from theory and practice, research and experimentation, development, to test and evaluation of game-based learning (GBL) and its application across a variety of disciplines and communities of practice.

Topics of interest include learning theory; comparative research in human and synthetic learning; the application of GBL to the “teaching and learning” of science, technology, engineering, and mathematics (STEM) at all levels; and the technical, social, and logistical challenges associated with implementing GBL.

This track is also a forum for fostering research, information exchange, and for individuals and groups interested in curriculum and professional development, tools and user applications, infrastructure and integration, and assessment and evaluation.

No presentation???

Took a quick look at their contacts: Alicia Sanchez.

 

16
May

Book Chapter on Game Modding

I have finally sent off the book chapter I co-wrote with JaeHwan Byun for the Gibson-Baek’s book.

Book Title: Digital Simulations for Improving Education
Editors: David GibsonYoung Kyun Baek
Chapter 18 - Making Video Game By Modification (Game Modding): Lesson Learned

Apart from the regular “fix this”, “change that”, I am actually very pleased with the reviewers’ feedback:

  • There are very few chapters that I know of that walk a reader through the mod process.  As such, this was not only entertaining, but also informational.

  • …this would be potentially one of the more widely used chapters!

  • …the chapter will be widely used by designers and educators.

05
Apr

New Journal in Gaming and Smulation

The quarterly International Journal of Gaming and Computer-Mediated Simulations (http://www.igi-global.com/ijgcms) is a new, peer-reviewed, international journal edited by Rick Ferdig (University of Florida) and published by IGI-Global.

The journal is interdisciplinary in nature and invites research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations. The journal publishes critical, theoretical manuscripts as well as qualitative and quantitative research studies, meta-analyses, and methodologically-sound case studies.

There is also a book reviews section aimed at keeping readers on the forefront of this continuously evolving field.

First issue should appear sometime between Nov 2008 - Jan 2009!

Full Disclosure: I am one of the Associate Editors for this new journal.

12
Nov

Delta3D: OS Game Engine

Well, it was at best a random encounter. It started with a listserv posting on members’ opinion of the Top 3 serious games, and Jim Brazell (UTAustin) said, amongst a list of games/software:

Delta 3D - because to me the most serious game simulation is building games. This is the path to human development for Mars and beyond!
And Perry and the Navy are leading open source gaming with a real commitment to assessment.

Usually I am not interested about Game Engine because I don’t have the resources to work with them, but then the comment about “real commitment to assessment” piqued my curiosity. So who this Perry person from the Navy? No last name mentioned, and there is also no posting from any Perry at the SG Listserv. Hmm…

Fear not. Google to the rescue! :-P So it turns out that Jim is referring to Perry McDowell, Executive Director of the Direct3D project at MOVES Institute. Perusing MOVES’ plone site, I found a section dedicated to research papers published by MOVES.

A quick Google search and it was not difficult to find more papers on Delta3D:

Since Delta3D is an Open Source Game Engine, it would of course has a Web site for download, and a wiki for the tutorials on how to work the engine. (Click here for a description of what Delta3D).

Delta3D

And then, a paper caught my eyes: “SCORM reference”!

Why the sudden interest on SCORM? Rick saw the IT_Tracer at AECT and suggested I looked into it. So now I found Brent Smith, Chief Technological Officer (CTO) of Engineering & Computer Simulations (ECS).

What’s really interesting now, is not so much of the Google search. I realized from all these paper and publications, that it is highly likely these are the very same folks who will turn up at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) in two weeks time! Which I am already planning to go because of the SG Challenge!

Wow! Life can be so interesting!

03
Nov

Playing to Learn

The Murphy Winter Report (2005/2006) ran an article about Kathleen Hansen and Nora Paul of University of Minnesota using NWN for Journalism. (I have known about someone using NWN for journalism for quite sometime now, but it keep slipping my mind as to who the researchers are… Now I won’t forget.)

Original article: http://sjmc.umn.edu/mreporter/winter2005/neverwinter.html

(Excerpt… ) NWN has another, very important feature: It is sold along with a gamebuilding toolset that allows users to modify the game, and BioWare encourages players to design their own versions of NWN using tilesets (groups of images) which are available legally and online in databases set up by NWN fans around the world. This element of the game is what allowed Hansen and Paul to modify the software for the pedagogical needs of the Jour 3004 course: They replaced the medieval world of Forgotten Realms with the modern world of a small American city called Harperville, and transformed the rogues, wizards, and barbarians into news editors, reporters, and other modern characters.

Hansen and Paul modified the game (with the technical help of Matt Taylor, a colleague at Dunwoody College of Technology) to provide students with an interactive lesson in researching and writing a breaking news story. In the modified game, the student plays the role of a rookie reporter at the Harperville Gazette newspaper. A train has derailed in town and spilled its load of anhydrous ammonia, and the rookie reporter is assigned to write a context piece to help Gazette readers understand the implications of the accident. In the game, the reporter talks to the paper’s editor about a good angle for the story, such as the health effects of anhydrous ammonia, the potential environmental effects, the public safety aspects of the wreck, or issues of railroad safety. Once players choose their story angle, they are free to go anywhere in the newsroom and anywhere in the city of Harperville to research the story.

Players have many options for researching their stories. Hansen and Paul stocked the game’s (news library) with hundreds of pages of documents and sources from online sites, and populated Harperville with dozens of characters who can be interviewed by the rookie reporter, including hospital employees, railroad executives and workers, city hall and emergency management personnel, university experts, and businesspeople. As students move through the information- seeking process, they take notes in a reporter’s notebook within the game. They then file their story, get a printout of their reporter’s notebook, and write a 1,000-word news story with the information they’ve gathered. As the class instructor, Hansen has access to the log of each student’s movements through the game; students must also turn in their reporter’s notebook and their stories so she can see the type of notes students have taken, and how they used those notes in generating their stories.

Since the Jour 3004 course is required of all majors in the SJMC, Hansen is eager to learn if this kind of simulated environment will help her students master the art of gathering, processing, and reporting information. “We know that students today are used to interactivity and that they don’t like to sit still in lecture classrooms being ‘fed’ information,” says Hansen. “What we don’t know is if educational gaming is going to be an effective method of enhancing conceptual mastery of subject matter or complex processes. Journalism education is a great place to test some of these ideas,” she adds, “since journalism students are asked to master both practical and conceptual skills in their courses. Game simulations can offer a realistic world in which to ‘practice’ those practical and conceptual skills without risk.”

For Paul, the NWN project is a natural outgrowth of her work in the INMS, particularly the Games Research and Virtual Environment Lab (GRAVEL). “The GRAVEL project was started to build a network of people at the University who are looking into the use of games and simulation environments as an area of research or application in learning,” Paul says. “But I’m interested in not only talking about games, but in actually applying what we know to real projects. The NWN project was a real opportunity to put up or shut up.”

Paul notes that the NWN project will help answer some larger questions about computer gaming’s role in classrooms. She cites a Pew Internet and American Life study which found that more than two-thirds (fully seventy percent) of college students play video, computer or online games at least once in a while.

It’s always interesting to see how others come up with ingenious ideas to use NWN, or games for learning. :-)

02
Sep

Serious Games Challenge

After two months of planning and several weeks of crazy coding/scripting, my research team has finally put together a game for the 2nd Annual Serious Games Challenge and Showcase at I/ITSEC. I must say I learned a lot. Before, I was able to put together a story, and even build the set. But when it comes to scripting, I am no help… But now, I must say I can script pretty decently.

For the last 3 days, I was basically fitting all seven areas together. Due to time constraint, instead of sending it off to the team for any inspection and correction, I decided to rewrite about 80% of the scripts (well, because I messed up). The process nearly killed me as I had to pull an all-nighter. I finally postmarked it by 10.30am my time (11.30am EST). Now, considering the deadline being 12.00 noon EST, that was cutting it really close!

Still like I said, now I feel I have finally earn the rite of passge. I can boldly call myself a developer (and I have done game design from the beginning to finish). So, I am one of them now. I believe this is what separate instructional designers who talks about game design, from instructional designers who have done game designs.

Now to put all that behind me, and wait for the outcome of the judging/selection.

Oh, the story? It’s about saving a young girl from a mysterious illness… and the name of the Mod is aptly, “Saving Adryanee.”

04
May

Neverwinter Nights 2 “Research”

I have finally come across the first report about folks “using Neverwinter Nights 2 for learning and/or research.” I am pretty sure the folks at Heriot-Watt University are somehow “inspired” by the success at West Nottinghamshire — since both Judith Good and Judy Robertson also hailed from the United Kingdom.

But whatever the things they are doing with NWN2, the most important aspect (to me) is the last question on the interview: How are you going to measure the benefit (i.e. learning progress) of the game-based learning project?

Read on…

Hitting the Play Button : HERO

It’s part of a research project at Heriot-Watt University, where researchers are exploring how school pupils can learn through building their own video games. Using a toolkit adapted from the fantasy role-playing game Neverwinter Nights 2, it aims to engage pupils with a range of curriculum activities in literacy, IT and design. Below, Keiron Nicholson, software developer with the project at Heriot-Watt University, explains how it all works. Questions by Charlie Peverett.

How does the concept of Adventure Author go down initially in schools? Do teachers need much persuading that it’s ‘real work’ as well as popular?

There can be initial resistance from teachers, who haven’t grown up with video games in the way that most children have. We did some trial sessions at a typical primary school in Dundee and initially met with quite a cynical response from the teachers, but within a few weeks they’d become very enthusiastic about the project, largely because they saw how much it motivated the children.

In terms of persuading them that it’s ‘real work’, there’s a lot of links to the curriculum that they were keen to pick up on – since a big part of the design is coming up with a story and writing interactive dialogues, it feeds into their literacy and storytelling abilities. They also learn a lot about problem-solving and collaboration, and the teachers in Dundee particularly noted the kids’ willingness to ‘redraft’ their work, which is usually very difficult to get them to do.

Naturally they’re also keen on getting the children excited about an ICT package, since computer skills are a big focus nowadays. I think they feel that anything educational that actually gets kids motivated is a good thing. The teachers even chose to tie it in to additional areas of the curriculum, like getting them to make artwork and adverts to accompany their games.

Neverwinter Nights 2 is pretty warlike. Do pupils playing Adventure Author follow that lead? Do you find pupils are more likely to bring murder and military stuff into their games than, say, if they were doing a creative writing exercise?

The game sticks strictly to largely non-violent fantasy combat as seen in the Lord of the Rings films. Naturally, the game toolkit has plenty of resources for fantasy monsters and swords and sorcery stuff, as this can be a fun aspect of the gameplay. However in story terms, their writing has shown a lot of imagination, and doesn’t seem to be bound by the setting – in fact, they use the restrictions of the fantasy artwork very creatively. They use what’s available to them for what they want to do, so we’ve had stories where werewolves are cast as train conductors, and zombies hang about outside Blockbuster Video! In particular, the girls are less interested in the fantasy combat aspect, and more focused on the possibilities for storytelling and art design – it’s quite possible to leave the ‘warlike’ stuff out of the game altogether.

Have any designs particularly impressed you?

One of the kids at our workshops did a satirical game in which you had to interact with various famous political figures like George W Bush and Tony Blair, culminating in a duel with Jacques Chirac! We thought that was pretty inventive.

If pupils want to go on designing games beyond the time allowed by Adventure Author, what opportunities are there for doing so (either within formal education or outside it)?

The Neverwinter Nights 2 software is commercially available, and will probably be selling at below full price by the time the project is finished. We’ll be providing the Adventure Author software on our website free of charge for anybody who wants it, along with tutorials and teachers’ resources to help things along. In formal education, there’s a rapidly growing selection of courses and even institutions which specifically teach game design and programming. There’s also plenty of stuff on the web that pupils will find useful.

After the trials in Dundee, we found that a majority of the kids were asking for the game for Christmas so they could carry on working on their games, and that many parents then bought it on the recommendation of the teachers. The original Neverwinter Nights can be picked up for under £10, and it provides a fairly gentle start to game design for those wanting to get stuck in immediately.

How are you going to measure the benefits of Adventure Author for pupils’ development?

In educational terms, we’re going to be looking closely at the links between their progress in other areas of the curriculum and their experiences with the software. We’re most interested in the impact on literacy skills, since our results so far have indicated that a lot of kids will engage far more in creative writing within the context of game development, when ordinarily it wouldn’t interest them so much. We’ll also be gathering the opinions of professional game designers, teachers, and other pupils to judge how successful the kids have been at creating a well-rounded and fun video game.

01
Mar

Digital game-based learning in Europe

On June 2, 2005, the 4th International Symposium for Information Design was held at the Stuttgart Media University. It’s theme? Digital Game Based Learning. The full proceeding of the symposium can be downloaded here [link to PDF].

“Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches. The game industry develops not only products for leisure, but also for work and learning, with many dimensions in the area of social life, knowledge acquisition and application, gaining of soft skills and of other experiences.

Digital games attract researchers from different science fields e.g. sociology, cultural studies, educational theory, psychology, computer science, etc. The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.”

This is a joint project with the European community, ”Special Interest Group for Game-based Learning in Universities and lifElong Learning” (SIG-GLUE).