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Stefano Bocconi, Ralf Klamma, Yulia Bachvarova - Cyntelix

Stefano Bocconi, Ralf Klamma, Yulia Bachvarova - Cyntelix

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<strong>Stefano</strong> <strong>Bocconi</strong>, <strong>Ralf</strong> <strong>Klamma</strong>,<br />

<strong>Yulia</strong> <strong>Bachvarova</strong><br />

Saarbrücken (Germany)<br />

18 September 2012


INITIAL NEED<br />

• Game-based learning scenario, pedagogical framework of<br />

Variation Theory (vary and contrast issues so that their<br />

boundaries and essences are more apparent)<br />

• Approach: influence the agents by changing their BDI<br />

values.<br />

• Drawbacks:<br />

– Ad-hoc solution<br />

– difficult to understand if feasibility (not being agent experts)<br />

• What about a programmable abstraction of the artificial<br />

world with which to specify the principles of Variation<br />

theory?


VISION


SIMPLIFIED (1)


SIMPLIFIED (2)


POINTS<br />

• Formalizations of pedagogical theories<br />

• Models of interdependencies between<br />

pedagogical theories, storytelling and game<br />

mechanics<br />

• (Agent-based) architectures or existing<br />

systems where all (or some of) the above<br />

comes together


RESULTS<br />

• Insights<br />

• Collaborations<br />

• A flipchart<br />

• Journal Special Issue


SUPPORTING<br />

PROJECTS<br />

www.reachyourtarget.org<br />

www.galanoe.eu


PROGRAM<br />

http://www.cyntelix.com/workshop-programme.aspx


START<br />

Here we go!!


Statements (1)<br />

1) Serious Games are based on a tight integration of narrative,<br />

pedagogy and game mechanics. One cannot be modified in isolation<br />

without modifying the others. The perspective of having a<br />

“pluggable” game architecture where components can be replaced is<br />

therefore not realistic, and Game engines do not make sense, since<br />

they are only able to generate the same game.<br />

2)Reusability is not possible, a game is always a unique and ad-hoc<br />

product<br />

OR<br />

Reusability is possible, namely with respect to these features: ……


Statements (2)<br />

3)Pedagogy cannot be formalized to an extent needed to have a<br />

pedagogical engine, i.e. a software component that can influence<br />

game features at runtime to achieve a pedagogical effect.<br />

4) Serious games for learning cannot be fun because learning as such<br />

is characterized by struggle, experiencing difficulties and feeling of<br />

unease<br />

OR<br />

Serious games for learning are not fun NOW because the<br />

interrelation between pedagogical principles and game principles<br />

related to engagement and intrinsic motivation are not studied and<br />

well understood yet, let alone implemented in serious games


Statements (3)<br />

5) Gamification is on the rise, the field of serious games is declining.<br />

Commercial games for fun continue to be an ever growing industry.<br />

We need to improve Serious Games<br />

OR<br />

We do not need Serious Games, we can just gamify learning<br />

6) Should aspects such as pedagogy, psychology, storytelling<br />

approaches, game principles (flow, immersion, etc), AI techniques all<br />

be involved in the design of SG<br />

OR<br />

Is this approach not feasible/too complex/not useful?


Statements (4)<br />

7) What would be the most exciting future<br />

research directions in serious games

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