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Volume Two - Academic Conferences

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3.3 The different ‘events’ supported:<br />

Thomas Putz<br />

Quiz: a text and one or more options to choose from<br />

Decision Tree: similar to Quiz, however various choices have no immediate reward but link to a<br />

subsequent event (which can be any event type). This allows construction of complex simulations of<br />

chains of choices or decisions<br />

Conditional decision tree: similar to Decision Tree, but some of the possible choices are available<br />

and visible to the player only under particular conditions<br />

Simple: text message that can be used as a ‘leaf’ of a decision tree or as a simple random event<br />

Multimedia: opens a multimedia resource then links to a subsequent event. Can be used to enhance<br />

the graphic aspect of the events or to insert audio/visual elements in decision trees<br />

Set internal variables value: The game holds an internal array. This can be used as a sort of ‘state<br />

machine’ for complex event correlations<br />

‘Case of’ tree: event structured just like the CASE instruction in programming languages, such as<br />

SQL. Different events are activated according to current value of one of the internal variables<br />

Null event: game contents logic may require an ‘empty’ event<br />

Game Over: event overriding the normal ‘game-over’ rules<br />

A trial was held a whole semester usage of the mGBL game Mogabal during the course “Logistics“ at<br />

the Faculty of Maritime studies, University of Rijeka. This Game has been used to test the knowledge<br />

of students during the semester, and also, for the first time ever, mobile game was used for the final<br />

course exam.<br />

3.4 Pervasive game template: “Get Real!”<br />

Teams of learners engage and re-engage with a real world critical situation<br />

Planning and undertaking learning activity in competition with other teams<br />

Afterwards they reflect on the processes they were engaged in<br />

Learning goals are decided collaboratively by the teacher and their group of students<br />

Content goals: e.g. Making choices (after Prensky, 2001).<br />

Activity goals: e.g. Skills, Judgement; Process, Procedures; Observation (after Prensky, 2001).<br />

Process goals: e.g. Analyse, Evaluate, Create (after Anderson and Krathwohl, 2001).<br />

The phases of the competition are linked to Kolb’s (1984) learning cycle (simplified terminology: Race,<br />

1994):<br />

‘WANTING’: Planning a game to fit their own learning agenda.<br />

‘DOING’: Engaging with a real world critical situation; investigating and proposing solutions.<br />

‘FEEDBACK’: Using system feedback and peer feedback.<br />

‘DIGESTING’: Reflecting in and on action (double loop learning, Argyris and Schön, 1976), i.e.<br />

reflecting<br />

The mGBL prototype ‘Get real!’ has been developed as a ‘pervasive’ game, i.e. it is a multi-user<br />

mobile game that uses mobile technologies to bridge virtual world with real world activities (c.f.<br />

Benford et al., 2005).<br />

It is a true game:<br />

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