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PREPARATION OF PAPERS FOR THE INTERNATIONAL JOURNAL ON EMERGING TECHNOLOGIES IN LEARNING<br />

IV.<br />

TRIALS<br />

Figure 5. A quest is complete<br />

Picture above shows a complete quest. The dialogue<br />

that h<strong>as</strong> taken place is shown <strong>in</strong> the The “Game” w<strong>in</strong>dow<br />

on the lower left and the automatically generated journal<br />

that the student can use at any time dur<strong>in</strong>g the quest is<br />

shown on the right. The obscured w<strong>in</strong>dow below the<br />

journal is the chat w<strong>in</strong>dow that can be used by the<br />

participants at any time dur<strong>in</strong>g the <strong>game</strong> to communicate<br />

with the other participants currently <strong>in</strong> the <strong>game</strong>.<br />

A. L<strong>in</strong>k State Rout<strong>in</strong>g versus Game Play.<br />

In realiz<strong>in</strong>g the <strong>game</strong> we wanted there to be a<br />

correlation between the w<strong>in</strong>n<strong>in</strong>g strategy and the steps of a<br />

l<strong>in</strong>k state <strong>rout<strong>in</strong>g</strong> algorithm – the students that wanted to<br />

play the <strong>game</strong> <strong>in</strong> the optimal way (and w<strong>in</strong>!), would have<br />

to perform <strong>rout<strong>in</strong>g</strong>.<br />

The ma<strong>in</strong> obstacle to achiev<strong>in</strong>g this goal w<strong>as</strong> the<br />

difference <strong>in</strong> po<strong>in</strong>t of view between l<strong>in</strong>k state <strong>rout<strong>in</strong>g</strong> and<br />

the <strong>game</strong>: In <strong>rout<strong>in</strong>g</strong> the participat<strong>in</strong>g entities are the<br />

stationary routers, <strong>in</strong> the <strong>game</strong> the players are k<strong>in</strong>d-of<br />

messages travell<strong>in</strong>g the maze and gather<strong>in</strong>g <strong>in</strong>formation.<br />

Thus it w<strong>as</strong> not possible to simulate the broadc<strong>as</strong>t<strong>in</strong>g of<br />

neighbour <strong>in</strong>formation performed dur<strong>in</strong>g t<strong>as</strong>k 3 of l<strong>in</strong>k<br />

state <strong>rout<strong>in</strong>g</strong>. Instead, the players would slowly build up<br />

their knowledge of the network by perform<strong>in</strong>g the quests<br />

given to them. On the other hand the constant updat<strong>in</strong>g of<br />

the network topology worked <strong>as</strong> a simulation of chang<strong>in</strong>g<br />

topology: The players would constantly f<strong>in</strong>d new routes<br />

between NPCs.<br />

The players used pen and paper to map the maze and<br />

help them <strong>in</strong> play<strong>in</strong>g. This w<strong>as</strong> a natural consequence of<br />

us<strong>in</strong>g distance <strong>as</strong> a metric – the ma<strong>in</strong> factor <strong>in</strong>fluenc<strong>in</strong>g<br />

the rate at which the players solved their quests. As the<br />

players discovered new <strong>in</strong>tersections, paths and NPCS<br />

they would have to update their maps and also their paths.<br />

S<strong>in</strong>ce the players did not perform Dikjstra’s algorithm,<br />

but rather calculated paths by <strong>in</strong>spection and by mental<br />

arithmetic, there w<strong>as</strong> no guarantee that players would use<br />

the shortest paths available to them. However we can<br />

<strong>as</strong>sume (and <strong>in</strong>deed observed) that they at le<strong>as</strong>t used very<br />

good paths, which they calculated b<strong>as</strong>ed on the maps they<br />

drew.<br />

The trial w<strong>as</strong> run <strong>in</strong> an ord<strong>in</strong>ary cl<strong>as</strong>sroom where<br />

students used a mix of standard PCs and their own<br />

laptops. The <strong>game</strong> w<strong>as</strong> pre<strong>in</strong>stalled on the PCs, and <strong>in</strong><br />

addition the students were free to download and <strong>in</strong>stall the<br />

client on their own <strong>computer</strong>s. The lecturer also logged <strong>in</strong><br />

and used a projector to show his view <strong>in</strong> large format for<br />

all to see. The students logged <strong>in</strong> and had about 10<br />

m<strong>in</strong>utes to familiarise themselves with the controls and<br />

options available <strong>in</strong> the <strong>game</strong>. Then the lecturer set the<br />

scene for the “<strong>game</strong>” to beg<strong>in</strong>.<br />

The lecturer had previously decided that the “<strong>game</strong>”<br />

would be a competition. The w<strong>in</strong>ner would be the<br />

participant who w<strong>as</strong> able to buy a t-shirt from the shop<br />

and put it on first. The cost of a t-shirt meant that a<br />

participant had to complete a m<strong>in</strong>imum of three quests to<br />

acquire the funds necessary.<br />

All participants gathered together so they were <strong>in</strong> view<br />

on the ma<strong>in</strong> screen and the race w<strong>as</strong> on. First they where<br />

guided to a group of cloned start quest NPCs, this gave all<br />

the participants an option to start simultaneously.<br />

Though the system w<strong>as</strong> available for the participants<br />

after the experiment, cont<strong>in</strong>ued use of the <strong>game</strong> after the<br />

<strong>in</strong>itial session were the <strong>game</strong> w<strong>as</strong> run, w<strong>as</strong> not part of the<br />

experiment and no statistics on reuse w<strong>as</strong> saved.<br />

A. Results<br />

The experiment w<strong>as</strong> run with 10 students. All the<br />

students filled <strong>in</strong> a questionnaire, detail<strong>in</strong>g their familiarity<br />

with <strong>game</strong>s, their attitudes before, and their impression<br />

after complet<strong>in</strong>g the experiment. All questions on the<br />

questionnaire is on a 5 po<strong>in</strong>t Likert scale (Very little; Not<br />

much; Average; Quite a lot; Lots).<br />

The questions <strong>in</strong> the questionnaire are converted to<br />

numbers on a scale from 1 to 5 to create the average score<br />

<strong>in</strong> the table below.<br />

TABLE I.<br />

RESULTS OF THE STUDENT SURVEY<br />

Question<br />

Average<br />

score<br />

Do you enjoy play<strong>in</strong>g <strong>computer</strong> <strong>game</strong>s? 4.2<br />

Experience with <strong>game</strong>s created for learn<strong>in</strong>g? 1.6<br />

Did play<strong>in</strong>g improve your knowledge? 2.9<br />

Benefit compared to traditional lecture/lab? 2.8<br />

Did you enjoy the <strong>game</strong>? 3.7<br />

How useful are <strong>game</strong>s like this for learn<strong>in</strong>g? 3.7<br />

Did you have any difficulty us<strong>in</strong>g the <strong>game</strong>? 1.7<br />

Did you have any difficulty navigat<strong>in</strong>g the 3.8<br />

labyr<strong>in</strong>th?<br />

In figure 6-9 are the details of the students’ responses to<br />

the central questions for this <strong>in</strong>vestigation.

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