GPERP 2010 Abstracts


Full Papers
Paper Nr: 2
Title:

Adaptive game mechanics for learning purposes: making serious games playable and fun

Authors:

Jonathan Tremblay, Jonathan Tremblay, Adbenour Bouzouane and Bruno Bouchard

Abstract: This paper investigates adaptive games mechanics and how to im-plement them. First, a comprehensive review of existing adaptive models is presented. Next, we propose a new adaptive model, which combines dynamic difficulty adaptation, the player’s performance, and adaptive flow. An imple-mentation of these new adaptive mechanics is presented in the form of a simple serious game called Number to Number Combat. This game was released freely on the internet in order to be tested by the gaming community. It has shown very promising results that will help us to improve our adaptive model.
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Paper Nr: 5
Title:

SimProjet: an innovative simulation platform for experiential learning in project management

Authors:

Stefano Riboni and Dominique Jaccard

Abstract: Considering the variety of formal and human skills implied in effective project management practice, and the difficulties at building proper educational programs, this paper describes the innovative concept developed by HEIG-VD, built around a web-based project management simulation platform. After motivating the need for newly built educational programs in project management, we point out the requirements for such a platform, and present our achievements, concluding with future developments opportunities and further research areas of interest.
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Paper Nr: 6
Title:

Utilizing Interactive Tabletops for Educational Games

Authors:

Won Moon, Won Moon, Joong-Ho Lee and Ji-Hyung Park

Abstract: There exists a multitude of different platforms for educational games. As technology continues to mature, various new devices will arise, some of which may yield substantial benefits for such educational applications. In this paper, we discuss the potential effectiveness of one particular device for educational games, interactive tabletops. We introduce what we believe are the key reasons why interactive tabletops are appropriate for this domain. In addition, we present two of the games we have developed for evaluating our claims. Although we have not yet conducted a complete user evaluation, we will provide some of our impressions from preliminary trials.
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Paper Nr: 7
Title:

Design and Development of Online Educational Games based on Questions

Authors:

Macarena Espinilla Estévez, Ivan Palomares and Humberto Bustince

Abstract: Thousands and thousands of electronic contents have been developed in e-learning models and platforms to support the student’s learning process. Generally, e-contents are complete, well designed and correct, but sometimes they can result boring for students. One example is the self-evaluation and self-training process that is generally conducted by the student through the resolution of test questions presented in a multiple-choice exam. However, a simple multiple-choice test is boring for students and they will need content that is motivating and enjoyable. In this contribution, we propose the use of educational games as a tool for students to carry out the process self-training and self-evaluation. The set of games are included in a SCORM learning module, so its use is extended to any e-learning platform.
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Paper Nr: 8
Title:

REPLAY Project: Gaming Technology Platform for Social Reintegration of Marginalised Youth

Authors:

Francisco Ibañez, Carmen Cretu, James Playfoot, Maria Elena Fabregat, María Costa and Sonia Torres

Abstract: The aim of European Commission funded project REPLAY is to develop a gaming technology platform to provide young people who have become marginalised in society as a result of anti social behaviour with a learning environment to facilitate their reintegration into society. Although scalable to a range of marginalised groups such as immigrants, children with learning disabilities, retirees etc, REPLAY will focus on the education and reeducation of young people whose behaviour might be a problem for the communities in which they live. The project is funded by the European Commission under the 7th Framework Programme. It is a collaboration between seven partners in Spain, Romania and the UK. The coordinating partner is Brainstorm Multimedia, a technology company based in Valencia. Brainstorm lead the game development phase of the project. Innovatec, an SME based in Alicante, provides an innovative balance board interface into the game technology platform. AIJU, a toy research institute also based in Alicante, offers feedback throughout the process on the efficacy of the game. Alexander John Cuza University is the oldest academic institution in Romania: the Centre for Applied Research in Education participate in all phases of work. White Loop, a London based consultancy, contributes with particular focus on measuring the social and organisational impact of the game and developing pedagogically sound contents. The project has also established three 'test beds' across Europe: in Romania, Rotalent, an NGO involved in exploring how giftedness affects behaviour and marginalisation; in Spain, the El Cerezo Day Centre, a facility whose main objective is to help reintegrate troubled young people back into society through actively encouraging the development of social capabilities and values; and Woolwich Polytechnic in UK, a large technology school in South East London, who are participating as a volunteer organisation
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