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Procedia - Social and Behavioral Sciences 141 (2014) 96 – 100 Available online at www.sciencedirect.com 1877-0428 © 2014 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/). Selection and peer-review under responsibility of the Organizing Committee of WCLTA 2013. doi:10.1016/j.sbspro.2014.05.018 ScienceDirect WCLTA 2013 Development Of Serious Game To Improve Computer Assembly Skills Riad Bourbia a,b *, Nouredine Gouasmi b , Mourad Hadjeris b , Hamid Seridi b a Computer science department, Badji Mokhtar-Annaba University. P.O. Box 12, 23000 Annaba, Algeria b LabStic Laboratory, 8th May 1945- Guelma University. P.O. Box 401, 24000 Guelma, Algeria Abstract In this work-in-progress, we used the formal six facets model to design the game. These facets synthesize knowledge doing to guide the implementation of serious games. The game aims to help learners to improve skills to achieve the assembly of computer in a virtual laboratory. Well, they handled various components of computer, including: motherboards, processors, memories, buses, etc. The game is played in practicals work session and it is expected to include more levels, more challenges that the student should gradually resolve. This paper presents the steps followed for the implementation of this framework. Preliminary results of user experiences are reported, and an outlook on further steps is given. Keywords: Game-based learning, serious game, simulated environments; 1. Introduction Recent studies show that technology has changed the way that young people learn. It is clear; they have grown up in a digital environment with computers and mobile phones. It may be argued that the methods of teaching need to be changed to accommodate this new generation of learners and meet their expectations. Therefore, many researchers and educationists are focusing on developing improved and more effective teaching methods. Shadbolt(2008) noted that, learning will utilize game technologies as part of the learning experience. One of the reasons for using games is that they are known to be fun and entertaining and, when mixed with learning material, *Corresponding author name. Tel.: +213 770 661 148 E-mail address:[email protected] © 2014 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/). Selection and peer-review under responsibility of the Organizing Committee of WCLTA 2013.

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Page 1: Development of Serious Game to Improve Computer Assembly Skills

Procedia - Social and Behavioral Sciences 141 ( 2014 ) 96 – 100

Available online at www.sciencedirect.com

1877-0428 © 2014 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/).Selection and peer-review under responsibility of the Organizing Committee of WCLTA 2013.doi: 10.1016/j.sbspro.2014.05.018

ScienceDirect

WCLTA 2013

Development Of Serious Game To Improve Computer Assembly Skills

Riad Bourbia a,b*, Nouredine Gouasmi b, Mourad Hadjerisb, Hamid Seridi b aComputer science department, Badji Mokhtar-Annaba University. P.O. Box 12, 23000 Annaba, Algeria

bLabStic Laboratory, 8th May 1945- Guelma University. P.O. Box 401, 24000 Guelma, Algeria

Abstract

In this work-in-progress, we used the formal six facets model to design the game. These facets synthesize knowledge doing to guide the implementation of serious games. The game aims to help learners to improve skills to achieve the assembly of computer in a virtual laboratory. Well, they handled various components of computer, including: motherboards, processors, memories, buses, etc. The game is played in practicals work session and it is expected to include more levels, more challenges that the student should gradually resolve. This paper presents the steps followed for the implementation of this framework. Preliminary results of user experiences are reported, and an outlook on further steps is given. © 2014 The Authors. Published by Elsevier Ltd. Selection and peer-review under responsibility of the Organizing Committee of WCLTA 2013.

Keywords: Game-based learning, serious game, simulated environments;

1. Introduction

Recent studies show that technology has changed the way that young people learn. It is clear; they have grown up in a digital environment with computers and mobile phones. It may be argued that the methods of teaching need to be changed to accommodate this new generation of learners and meet their expectations. Therefore, many researchers and educationists are focusing on developing improved and more effective teaching methods. Shadbolt(2008) noted that, learning will utilize game technologies as part of the learning experience. One of the reasons for using games is that they are known to be fun and entertaining and, when mixed with learning material,

*Corresponding author name. Tel.: +213 770 661 148 E-mail address:[email protected]

© 2014 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/3.0/).Selection and peer-review under responsibility of the Organizing Committee of WCLTA 2013.

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97 Riad Bourbia et al. / Procedia - Social and Behavioral Sciences 141 ( 2014 ) 96 – 100

could attract learners to play and to remain engaged until the learning objectives have been achieved (Yusoff, 2009). For example, utilizing examples of real equipment and simulating real experience from inside a game will provide an optimal, meaningful, and engaging learning experience. Serious games provide a high fidelity simulation of special environments and situations that focus on high level skills that are required in the field and where decisions could be analyzed and evaluated. They present situations in a complex interactive context coupled with interactive elements that are designed to engage the trainees (Annetta& al., 2006).

The objective of the study reported in this paper is threefold: (a) Identify serious games attributes that support

effective learning, (b) the design and the implementation of a serious game prototype that aims to improve students' skills to handle hardware and software components of a computer and (c) the evaluation of the impact of the use of this serious game on students as the learning outcomes and usability issues. This article represents our first step towards a more profound research program. The paper is organized as follows. In section 2 we provide some selected definitions of serious games. In Section 3, the design and the basic feature of the prototype are presented. The implementation of the serious game is reported in Section 4. Finally, we end the article with conclusion and d future work

22. BBackground

The concept of Serious Games still lacks a single definition. They are referred to all games that engage the user and simultaneously contribute to the achievement of a certain objective other than just entertainment, whether the user is aware of that fact or not (Barbosa & Silva, 2011). A number of authors have suggested that serious games are an application of gaming technology used to solve problems that are too expensive or too critical to conduct in real life, for example in education (Annetta& al., 2006), healthcare (Knight& al., 2010), sales and marketing (Susi& al., 2007).

Serious games are also used to make decisions in critical situations where the impact of decisions is elusive, and

are hardly to manage. Otherwise, when the choice is made, and it is difficult to reverse (Mautone& al., 2008). According to Zyda(2005), “applying games and simulations technology to non-entertainment domains results in serious games”. Virtual environments and videogames offer students the opportunity to practice their skills and abilities within a safe learning environment, leading to a higher level of self-efficacy when faced with real life situations where such skills and knowledge are required.

The game-based simulation is starting to be employed in several areas. De Paolis (2012), present a serious game

for training on suturing in laparoscopic surgery. It is focused on the physical modeling of the virtual environment and on the definition of a set of parameters used to assess the level of skills developed by the trainees. A pair of haptic devices has been utilized in order to simulate the manipulation of the surgical instruments. Barbosa and Silva (2011) describe Serious Game that would teach young students the basic functioning of our circulatory system.

3. Game concept and design

In this study, we draw on the work of Marne & al. (2011) to develop a serious game, using a methodology that ensures a clear relationship between learning objectives, aspects of the game and technical aspects (arrangement a

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view to the graphical user interface). This conceptual framework for understanding the structure of the serious game is called the six facets of serious games. It is an analysis and formalization tool for design. The figure 1 shows the six facets of serious game like a dice. They are accompanied by icons showing what expertise required for each. Pedagogical expertise (domain experts, educators’ experts, knowledge engineers), playful expertise (Game / level designers, writers, graphic designers, computer programmers specialized).

Figure.1. Graphical representation of The Six Facets of Serious Game Design (Marne & al., 2011)

This design model is particularly well poised for serious games based on intrinsic metaphor. It is non-sequential

and flexible, which makes explicit the experts clearly needed at each stage. Every facet is defined by its title, SG design problem, a general solution and experts (Capdevella & al., 2011) (Mautone& al., 2008). In the following paper, we will do a quick overview of three aspects (pedagogical objectives, the interaction with simulation and problem and progression) to show how our conception of serious game was made.

Table 1. Pedagogical objectives facet. The question is rather what are you doing of your computer to cause you as many technical problems? How well do you know your material and you make the right decisions about its use? Referential: Machine structure and hardware component of a computer. Pedagogical Objectives

• Become familiar with the various hardware components of a computer. • Know the technical characteristics of each component. • Know the different configurations of computers. • Know how to mount and also how to repair a PC.

Actors: Domain expert and knowledge engineer.

Table 2. Interaction with the simulation facet.

How to provide pleasure to the learner-player by allowing him to make proposals and get responses from the simulation? Define interactions with the formal model and therefore the intrinsic metaphor.

• Metaphor used : Assembly lab contain an hardware store (will be a way of motivation for learners, it will allow them to interact with the game engine)

• The gameplay is based on the correct association of components or not. Insisting on the fact that interactions are the most fun might look.

Actor : Game designer

Table 3. Problems and progression facet.

What problems to be solved by the learner-player? Definition of progression in levels of the serious game.

• Define the mission (choice of the basic configuration (level 1)) • Select the relevant components referring to the configuration (mission) • Assembly of components

- If the student gets to choose the right material then it progresses else the student returns to the previous step. - If the student registers repeated failure (3 times) then it will be sanctioned and required to read the documentation or ask for help. - If the student passed before the end of the time defined then it has a Bonus else the student will be punished (decrease points).

• Answer to a Quiz

Actors : Game designers and pedagogues

We have brought out the five common denominators that are present in a large number of serious games model,

which is:

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• Challenges: who are the problems posed to the learner-player • Significant actions: are attempts by learner-player to solve these problems • A game engine: it is a simulation system able to respond to attempts by the learner-player • A playful interface that gives a fun aspect to the problems and the game engine this is the intrinsic metaphor. • An evolution of the proposed difficulty which helps to promote the learning and motivate the learner-player.

4. Implementation

The prototype presented here is the introduction of a serious game that is intended to be integrated into the course "Computer Architecture" to be used as a supplementary learning tool. The game is played in practicals work session and it is expected to include more levels, more challenges that the student should gradually resolve. The game has been implemented as an application with the powerful Adobe Flash through its action script. The choice of the game is justified by the multiplicity of objects to manipulate, the complexity of assembly operations and the absence of a well-equipped laboratory. In the next section, we will show the progress of the game through a few screenshots.

The serious game is based on a simulation of the field to teach. The learner player has a variety of options in the game interface to build his answers (valid or wrong) to the challenges it faces. The learner will first identify themselves with a user name and password. The animated person on the screen explains the current game stage. Then For feeling confident, the learner-player will choose his avatar.

The mission that the learner-player will be confronted is a finite set of PC configuration, ranging from the simplest to the most complex. Each PC configuration has a technical assistance described in terms of the characteristics and skills. Once the mission is defined, the learner-player accesses the store to choose the necessary hardware (motherboard, processor, memory card reader...) to mount the test configuration. The Learner-player progresses if is using wisely the domain knowledge. Every good selection, will be rewarded by the game (increment the score). If the learner-player made some mistakes he will be able to correct (make new choices). When the learner-player reached a level by solving all the problems, a new level more challenging it is proposed. When designing our serious game, we ensured that the learner-player will be rewarded throughout the progress of the game to keep their motivation and concentration. This award is observed in several ways:

• A visible growth: Players can constantly observe their progress during the game (mission, time). • Rewards for each effort: players are consistently rewarded when he succeeds in game (score). • Feedback.

5. Conclusion and future work

This work has been focused on the design and development of the first prototype of a serious game for computer assembly training. We used the formal six facets model to design the game. The serious game is intended to be integrated into the course "Computer Architecture" and to be used as a supplementary learning tool for students in computer science. The game is played in practicals work session and it is expected to include more levels, more challenges that the student should gradually resolve. The main phase of the development process has been the modeling of the objects involved in the serious game and the evaluating and measuring of the skills of the trainee.

Students' experiences of the use of serious game in the course were collected with a questionnaire that they filled out after the game session. A statistically valid study has not yet been conducted. The evaluation focused on the usability of the application and the difficulty of the gaming aspects.

The evaluation revealed some problems regarding the assembly of different computer configurations. Some configurations of the game were too easy and others were too complex. Overall, the game was well received and the

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students manifested an increased willingness to want to play again. Stimulate this kind of intrinsic motivation is what the game is aimed at and thus which has been achieved successfully.

This study opens an interesting prospect for research. Firstly, it is interesting to improve and extend the game. Once the game is enriched with a long storyline and additional challenges, it will be interesting to reassess. Another way which is also promising is to provide the system with an algorithm for collecting and storing the results of training sessions to assess learner’s skills.

6. References

Annetta L. A., Murray M. R., Laird S. G., Bohr S. C.& Park J. C. (2006). Serious Games: Incorporating Video Games in the Classroom. EDUCAUSE Quarterly, vol. 29.

Barbosa A. F. S.& SilvaF. G. M. (2011).Serious Games - Design and Development of OxyBlood. In Proceedings of the ACE’2011 - Lisbon, Portugal

Capdevila I., Marne B.& Labat J.-M. (2011). Conceptual and Technical Frameworks for Serious Games. In: Proceedings of the 5th European Conference on Games Based Learning, pp. 81–87.

De Paolis L. T. (2012). Serious Game for Laparoscopic Suturing Training. Sixth International Conference on Complex, Intelligent, and Software Intensive Systems.

Knight J. F., Carley S., Tregunna B., Jarvis S., Smithies R., de Freitas S., Dunwell I.& Mackway-Jones K. (2010). Serious gaming technology in major incident triage training: a pragmatic controlled trial. Resuscitation, vol. 81, pp. 1175-1184..

Marne B., Huynh-Kim-Bang B.& Labat J.-M. (2011). Articuler motivation et apprentissage grâce aux facettes du jeu sérieux. In Proceedings of the EIAH 2011, pp. 69–80. Université de Mons, Mons, France.

Mautone T., Spiker V. A.&Karp M. R. (2008).Using serious game technology to improve aircrew training. In Proceedings of the Interservice/Industry Training, Simulation & Education Conference (I/ITSEC).

Shadbolt N. (2008). A vision: the future of workplace skills. Ufi skills evolution report. Susi T., Johannesson M. &Backlund P. (2007). Serious Games – An Overview. School of Humanities and

Informatics, University of Skövde, Sweden. Yusoff A., Crowder R., Gilbert L.& Wills G. (2009). A Conceptual Framework for Serious Games. In: Proceedings

of the Ninth IEEE International Conference on Advanced Learning Technologies.IEEE Computer Society, pp. 21–23.

Zyda M. (2005). From visual simulation to virtual reality to games. IEEE computer, vol 38, pp. 25-32.