USING SERIOUS GAMES AND COMPUTER SIMULATIONS IN AN AUTHENTIC CONTEXT FOR PHYSICS EDUCATION
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USING SERIOUS GAMES AND COMPUTER SIMULATIONS IN AN AUTHENTIC CONTEXT FOR PHYSICS EDUCATION Jeremias Weber, André Bresges University of Cologne, Germany Abstract: Previously, a Serious Game was used in the school lab of the University of Cologne to educate students in the age between 12 and 16 about the consequences of radical climate changes. This was embedded in the educational context of the whole lab. The findings were generally positive and motivating. Now, serious games and computer simulations are used in an effort to get students in the age between 16 and 18 to better understand the physics of cars and their own skills as drivers. This is embedded in an state- wide intervention program designed to further reduce the number of deaths in road traffic, named CrashKurs NRW. This is an intervention program, adapted from a british program and extended by Prof. Bresges of the University of Cologne. It is composed of a stage show and the educational follow-up program. Where computer-based learning fits into the latter will be discussed in the presentation. At first the terms „Serious Game“ and „Computer Simulation“ will be defined. The general benefits and disadvantages of the use of Serious Games and Computer Simulations will be discussed and the design and findings of the preliminary study in the school lab will be shown. A quick overview over CrashKurs NRW will be provided. Which specific programs are being used and in which way they are being used will also be described. Because of the importance of a constant improvement of this design based intervention program, the evaluation of the exact benefits will also be described and the current findings will be presented. The conclusion of the presentation will consist of an overall summary and a description of the possible opportunities to improve the current intervention program. Keywords: Serious Game, Design-Based Research, game-based learning, students lab DEFINITION OF TERMS When talking about computer-based learning, we must distinguish between the various methods of using computers in school. One method is the use of learning games, as done by Egenfeldt-Nielsen (2007). Learning games have a mix of elements from playing and learning. Both elements are clearly separated and distinguishable. In this games, elements of playing are used to reward the player or student for successful learning. For example, after solving a mathematical question correctly, a short segment starts where the student has to fight flying objects. Especially in physics, but also in other STEM classes, computer simulations (Geban, Askar & Özkan, 1992) are used frequently, e.g. simulations of light propagation in prisms or simulations of nuclear reactions. The element of playing in these simulations is only „playing around“ with the scientific variables. There is no leisure aspect in these simulations. Computer simulations are often used to show aspects of the world that are otherwise not presentable in school. Both of this methods are used for quite some time and in both the more important part is
always the scientific content. As Prensky (2001) explained, in Serious Games, the element of playing is seemingly more important and is not just used for repetition or exercises. The term „stealth learning“, used by Sharp (2012) and de Freitas (2006), describes, what Serious Games should do really: Teaching the subject matter in a covert way by incorporating subject knowledge in the game itself. Other people use this method of computer-based learning as well. For example, Crews (1997) calls it an „Anchored Interactive Learning Environment“. Still, in this article, the term „Serious Games“ will be used. Examples for this kind of computer-based learning would be „Food Force“ by the WFP (http://www.wfp.org/get-involved/ways-to-help) or „Bridge Builder“ for Mechanical Engineering. USING SERIOUS GAMES IN SCHOOLS Serious Games, if they are to be used in school, have potential benefits, but there are also constraints to be observed. This is true in both directions: Serious Game and school lesson should fit together. Constraints and framework First of, a „meaningful learning context“, as talked about by de Freitas (2006) has to be constructed. This means, the Serious Game should not be stand-alone, but instead be imbedded in a learning environment. For example, if a climate simulation would be used, the position of the sun should not only be used in the simulation, but also in classroom experiment. Also, conducting and observing real experiments in the classroom could help to overcome obstacles in the game. Without this „meaningful learning context“, a long- term effect of the game is doubtful. Also, a Serious Game has to motivate the student to progress further in the game and experience new situations. Without this motivation, students will not try new theories or unfamiliar situations, as shown by Eysink, Dijkstra and Kuper (2001) and Schauble, Glaser Duschl, Schulze and John (1995). Commercially successful games have already solved this step by developing a narrative, which guides and motivates the player. For example, the game could prompt increasingly complex questions about physics, which follows a story about a young inventor as he tries to establish a successful factory. This is the approach of the game „Genius Physik“ from Cornelsen Verlag. Another important task is to ensure that the medium „computer“ doesn‘t get undue attendance. If, for example, classroom experiments are part of the lessons and the students rather want to play the Serious Game, measures have to be implemented to restore the proper balance. These measures can be, for example, the requirement of the completion of certain experiments before the student can progress further in the game. Without this balance, it is possible that the students learn nothing from the use of computer-based learning. Benefits of the use of Serious Games This framework also provides a few benefits by itself. The „meaningful learning context“ can also be different classroom experiments, which are then also linked with each other by the game itself. Also, in this way, students can experience a specific subject from various
angles, which is in itself a benefit. The great computing power of modern computer systems can also be used to simulate very complex situations. In this way, the success in the game can be dependent on a great number of factors and variables, which are all linked and explained by classroom experiments. Such complex situations are getting more important every year, but according to Dörner (2003) they are still not understood clearly by many people. Geban et al. (1992) observed, that the starting motivation of the students to use Serious Games is very high. It was also observed by Weber (2011), that by using computers and computer-based learning, a teacher could overcome learning obstacles in his classroom. Especially in physics a great amount of new terms are constantly introduced. As Merzyn (1998) said, this is one of the reasons for the difficulty of the subject in school. In commercially successful games, this is also the case, but players are learning the terms much faster and with greater intrinsic motivation. For example, in the popular game „World of Warcraft“, a player has to know about „aggro mechanics“ (to draw the attention of the computer-generated enemy) to properly cooperate with his fellow players and to be successful in the game. In the same way a player has to understand the ballistics of various weapons in shooting games or the language of car races and car mechanics in car racing games to be successful in this games. Correct learning and using of all this new terms will be rewarded by peer admiration and success in the game. This can also be used for the learning of terms of the specific subject. Conclusion It can be said, that Serious Games have constraints but, if used properly, can also provide many benefits for learning. At this point, it seems promising to use Serious Games in school, as the potential benefits seems to outweigh the potential costs. USE OF A SERIOUS GAME IN A STUDENTS LAB The students lab of the University of Cologne The aim of the students lab of the University of Cologne is to directly teach different STEM subjects to high-school students. Normally, the only connection between a university and high school is indirect. In the students lab, high-school students in the age bracket between 12 to 16 can conduct various experiments. They are instructed by trainee science teachers, which can experience high-school students for the first time themselves. But aside from a common theme, „climate“, no links exist between the experiments in the students lab and the experiments are not very complex. Also, the greenhouse effect is only talked about, not shown. So, three tasks were identified: a. To create a link between the experiments b. To show complex interrelations of the climate system c. To demonstrate the greenhouse effect
Solving the tasks with a Serious Game A Serious Game could be used to solve these three tasks. To show this, we have to look on the second chapter. As said before, a „meaningful learning context“ is needed for the use of a Serious Game. In the case of the students lab, this context is not only available, but it is also desirable for the Serious Game to be linked to the other experiments in the lab. This could serve as a link not only between the game and one experiment, but the game could link to different experiments and so link all experiments together. To show complex interrelationships, computer systems are used constantly. As shown previously by Dörner (2003) in an originally psychological evaluation, complex simulations can lead to a learning success in the specific area of the complexity. With this in mind, a proper designed Serious Game could solve the second task. Demonstrating the greenhouse effect in an experiment is not easy. The resulting temperature change can be shown with a digital thermometer, but more impressive would to show the results, like vegetation change. To achieve this, you could demonstrate a change of environment variables by the player (e.g. temperature, position of the sun, precipitation) and the resulting change in the environment (e.g. clouds, rain, sun, vegetation), calculated by a computer, in a Serious Game. Use of a Serious Game - Technical and scientific aspects To create a Serious Game, we had to choose a specific game engine and a certain geographic background for our climate changes. Programming held an important place in the design process and we also had to look upon the physical aspects of the targeted subject. Game engine and geography We used a game engine called „CryEngine Sandbox Editor“, a game engine for modern computer games. This allowed us to shape a very realistic world with moderate programming skills. The already implemented tools and animations allowed us to demonstrate the environment changes without needing to implement new elements in the program. The programming language was also intuitive to learn. Geographically we choose the island Helgoland as a basis for the simulated island. An island was chosen because natural barriers exist already to limit the student‘s radius of exploration. Helgoland is a biologically interesting island in itself, but it could have been any other island. Physical model and implementation in the Serious Game As we choose a certain model for our computer simulation, we elected to gloss over certain aspects. The following model is not scientifically correct, it doesn‘t differentiate clearly between the global greenhouse effect and the local vegetation change. This is still a topic of ongoing research and very complex to calculate even for modern computer simulations. So it was deemed to complex to implement or explain to high-school students. A scientifically correct explanation would also be beyond the scope of the students lab.
The proposed climate model aims to link the position of the sun (shown as an angular degree above the horizon) to the temperature. This is done by multiplying an arbitrary amount of energy, which should represent the overall energy of the sun, with the sinus of this position to get the amount of energy which impacts this specific area, the radiated energy. From this amount, a certain amount of energy gets subtracted to represent the energy that is radiated away from the earth. The correlation between energy and temperature was defined in this way: If the sun has a position of 90° above the horizon, the temperature is around 27 °C and if the sun has a position of 15° above the horizon, the temperature is around -5 °C. The relation between absorbed energy and temperature follows the Stefan-Boltzmann law (P~T4). This is important for the introduction of the greenhouse effect as shown later. The virtual temperature is then divided in three temperature ranges, the middle range goes from 5 °C to 18 °C. In the same way, the precipitation is divided into three states: No rain, little rain, and heavy rain. This is linked to the cloud cover in the game. The greenhouse effect is then again linked to the amount of clouds. More clouds are responsible for reducing the amount of energy that is radiated away from the earth so the temperature will be higher. For that reason it is important to use the aforementioned energy amounts. By combining the ranges of precipitation and temperature, nine possible states can be found which are then linked to a specific vegetation zone: T < 5 °C 5 °C < T < 18°C T > 18 °C No rain Polar region Subtropical dry forest Subtropics Little rain Cold temperate Temperate Warm temperate Heavy rain Taiga Subtropical moist forest Tropics The environment can be changed by the students by walking their game avatar near so called proximity triggers in the game. They work with first two, later three triggers. The first two triggers are responsible for changes in the position of the sun and the state of rain respectively. Figure 1. Exemplary screenshot of the sun position trigger
The third trigger is at the start both hidden and not active. After activation by the students, it triggers the aforementioned greenhouse effect. A screen message and a rapidly changing temperature inform the students about that. The calculation of the temperature is done with a Flowgraph and follows the described model. An example can be seen in the following picture. Figure 2. Exemplary screenshot of the Flowgraph for the rain calculation Use of a Serious Game - Didactic concept To use a Serious Game in a beneficial way, the didactic concept has to be formulated before the implementation. Aside from the previously described simplifications to the climate model, two aspects were important: How to use the Serious Game in the context of the students lab and which role should the tutor play? Didactic Concept: A stage model The concept that seemed to be fit best was a staged concept. In the four stages, the students should learn more and more about the game and finally master it completely. The first stage is called explorative stage. In this stage the students should master the principal elements of the game. They have to learn how to control their avatar and should explore the simulation for the first time. In this stage the students are left without an explanation about the goal of the simulation or how to use it. This is intentional to not set up artificial borders for their creativity. The second stage, called instructive stage, begins without a clear distinction to the first stage. After a few minutes, the students would begin to ask for directions or would be clearly lost, so the tutor should set goals for the students or explain a few basic control mechanisms. The goal of this stage is to give the students knowledge about the placement of the triggers and to give them first goals. This is done by tasking them with phrases like „Make a trip to a tropical region“. This task has to be translated by the students in certain
trigger settings (the tropical region is very warm and wet, for example) and then the students should set the environments variables accordingly. The third stage is started after the students have the desired level of knowledge about the game world and the game controls. This stage is called integrative stage, because now the students have to integrate the other experiments of the students lab in their experience with the Serious Game. The tutor asks them to examine the other experiments and to try to understand how they relate to the Serious Game. In the current circumstances of the students lab the students can not conduct the experiments at this time because other student groups are experimenting at the same time. After their examination it is important that the students reason for every experiment why it is connected or not connected to the Serious Game. The fourth and last stage begins with the activation of the greenhouse effect in the simulation. The tutor directs the students to the third trigger and then discusses with the students the changes in the environment. After that, the students are tasked to set the environment variables to the same values as before. In this way, the students begin to see the massive changes done by the greenhouse effect, even if the changes at first seem minor. Intentionally there is no discussion about ecological implications because the students are now prepared to discuss such questions among themselves. All experiments in students lab are currently arranged so that the groups rotate after 45 minutes. In this timetable the four stages have to fit. The first and second stage take around 20 minutes, on third of that is normally reserved for the first stage. The integrative stage takes 10-15 minutes and the final stage takes the remaining 10-15 minutes. Role of the tutor The previously mentioned tutor has a difficult role. The tutor assigns tasks and guides the students but at the same time he should not detract from the experience of exploration and should not solve the problems for the students. He has to act more like a mentor than a teacher and only be present when serious obstacles arise. In this way he is comparable to the helping figures of commercial computer games. The tutor should always facilitate the free exploration of the game. Compared to classic classroom experiments, no safety measures have to be taken in a Serious Game. The only constraint in this special case is the maximum time available for the experiment. If less time would be available, it is certainly possible to control the students better and guide them faster through the game. But such a strict control has been shown to be detrimental to the learning success of students (Crews et al., 1997, p. 13) so it should be done only when necessary. Findings After the implementation of the Serious Game, observations were made and the students took a survey. The observations were not structured but mostly based on reports from the tutors and oral feedback by the students. The survey was done three times with varying questions. All evaluative methods had to be completed in a very short time so they are questions left. (Weber, 2011) Group observations The observations are more about the students behavior while playing the game and aimed at the improvement of the didactical concept. One example for that is the change of the integrative stage. That students reason about the
correlation of experiments and the Serious Game was done after observing that, if the students are not required to do so, they didn‘t properly examine the experiments. In this observation a high motivation to play the game could be seen. It was not clear if the reason for that is more the medium or the content of the game. The communication between the students improved not only in the area of mutual support but they also used more correct terms to describe the climate and the changes in the environment. Especially interesting was, that the students could identify the greenhouse effect by analyzing its implications of the game world. (Weber, 2011) Survey results The students had to answer tests. They were given to the students before and after playing the Serious Game. The second time they should reevaluate their first answers and correct their previous answers. The test had to be improved during the survey so aside from the first question they are not easily comparable. (Weber, 2011) In the first question the students had to construct a Mind Map around the term climate. This was done to ascertain how many terms they know and how many terms they learned by playing the game. The third questions asked them to link various terms together. This question was designed to examine what students learned about the interrelation of these terms. The number of connections was counted before and after the treatment. Table 1 Averages between the surveys (Weber, 2011) survey 1 survey 2 survey 3 average over the surveys Average number of concepts in the 11,0 8,5 6,9 8,8 concept map Standard deviation of the number of 3,2 1,6 1,1 1,3 concepts Average number of the increase of 3,4 1,3 0,8 1,8 concepts Standard deviation of the increase 2,7 1,4 1,2 1,1 Average number of connections 3,1 6,0 6,5 Standard deviation of the number of 0,3 1,3 1,5 connections Average number of the increase of 0,1 2,1 1,2 connections Standard deviation of the number of 0,3 1,1 0,9 the increase The results showed a small increase in known terms in all surveys and in an overall average it was shown that this increase is greater than the standard deviation. If we look at the third question in the last survey, we see that there was also a small increase of the number of connections, which is still greater than the standard deviation. The survey should be improved in the next iteration, but they can be used to start the next cycle of the design-based-research cycle, as explained by Reinmann (2005). Conclusions It can be concluded that the use of this Serious Game is very motivational for the students. But for further use in, for example, physics lessons, the climate model should be more scientifically correct.
The didactic concept of this Serious Game should be improved as well. The tasks of the tutor should be structured more clearly and more along a specific narration like in commercial games. In this way, it could be possible to minimize the impact of the tutor himself. More important but at the same time more difficult is a changed context. For a further improvement of this Serious Games, but also with other Serious Games, the classroom experiments should be tailored more specifically to the game. In this way, students could draw important conclusions about the game by conducting an experiment. Still, the development of this Serious Game was important. It showed the problems of proper designing a Serious Game but at the same time it gave a look on possible benefits of such games. USE OF SERIOUS GAMES IN AN EDUCATIONAL FOLLOW-UP Motivated by the aforementioned conclusions, it was deemed possible to use a Serious Game for the educational follow-up program of the intervention program CrashKurs NRW. CrashKurs NRW CrashKurs NRW was originally developed in Staffordshire in England was implemented in high-schools of the federal state North Rhine-Westphalia in Germany. It is a stage show, where police officers, paramedics and firemen describe their personal experience with severe accidents and the repercussions for injured people and their families. For example, one of the goals is to describe how the use of cell phones can lead to a car crash. Bresges (2011), Hackenfort (2013) and Janssen (2011) evaluated this stage show and found improvement possibilities, especially in the area of the educational follow-up program. As described Weber and Bresges (2013), to improve this stage show, one opportunity would be to design a seemingly realistic computer simulation where students can experience the seriousness of distractions. A racing game as a Serious Game The Serious Game was designed to let the students experience the impact of distractions during driving in a safe and controlled environment. To do this, the didactical concept was modeled, using the experiences with the concept described before: In a first stage, the students are tasked to explore the possibilities inherent in the game and train themselves to control it properly. To do this, the students would be separated in small groups and should compete with their group members in the game. Because a racing game was used, their competition centered on a good lap time. After the teacher is sure that the students are trained properly, he assigns the students a new task. Every group has to list various distractions in traffic and assess their severity. They have to present their lists to the other student groups and explain their respective reasoning for their severity assessment. In the third stage, every group has to simulate the distractions on their list while playing the racing game again. For example, one student plays and the other students is talking to her and asking her questions to simulate a co-driver. Again the students have to compete against each other for better lap times. During the final stage the students should discuss the impact of the various distractions on their driving skills. In this stage the students should also reevaluate their own assessment
from the second stage. The end of this stage is a discussion how transferable this all is to „real“ driving. Pilot study A first pilot study was done to evaluate this didactic concept. The students were chosen from a vocational school in cologne, one day after the stage show of CrashKurs NRW. Figure 3. Student group in the first stage As seen here, all members of the student group participate in the first stage, not only the one who plays at the moment. Figure 4. Students in the second stage Figure 5: Students in the third stage This student group discusses first about the distractions and then tries them out. In this case, the student is one of a few licensed car drivers in the class and is still not able to control the game and at the same time to use the cell phone as a navigational aid.
Oral feedback of the students showed that they liked the concept very much. More important, their statements after conclusion of the lesson indicated appropriate conclusions about distractions. For example, many students felt in the second stage, that conversation with a co-driver is less distracting than calling someone on the phone. After the third stage, they rated the severity of the distraction by a co-driver much higher. Using car radios or navigational aids were similarly found to be underestimated by the students. Part of the feedback centered on the second stage, the students felt that their task was not clear enough. Further evaluation After completing this first cycle of the design-based research process, we will begin with the next cycle and implement all improvements derived from students feedback and our own observations. To then evaluate the impact of this lesson further, a formal evaluation will take place. This evaluation will be modeled after the evaluation done by Hackenfort (2013) and will concentrate on the opinions of the students about distractions. CONCLUSIONS Serious Games have a place in education if properly introduced and used for a fitting purpose. A Serious Game is not always useful and if it is used, teachers should always be aware of the constraints. At the same time, if they are used properly, Serious Games can have a great benefit for teachers. As shown in the two examples, they can open new avenues for teaching and learning. The most important finding was the importance of the didactic concept that frames the Serious Game. Companies can program Serious Games (like in the second example) but the usefulness is directly linked to the quality of the didactic concept. So it can be concluded, that even if Serious Games would be an important tool for education, they are at the same time dependent on teachers and researchers. And for that reason, future research in this area is needed to identify more uses of Serious Games and to support teachers who want to use a Serious Game. REFERENCES Bresges, A. (2011). Prozessevaluation des Crash Kurs NRW. Bericht der wissenschaftlichen Begleitung (in German). Düsseldorf, Germany: Ministry of the Interior. de Freitas, S. (2006). Learning in Immersive Worlds. Bristol: Joint Information Systems Committee. Retrieved from: http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingr eport_v3.pdf Crews et al. (1997). Anchored Interactive Learning Environments. International Journal of Artificial Intelligence in Education, 8. Dörner, D. (2003). Die Logik des Misslingens: Strategisches Denken in komplexen Situationen (in German). Reinbek bei Hamburg, Germany.
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