Socio-Cultural Learning Games Human Centered Multimedia Master’s Program 2012-2013 Course: Serious Games Moysiadou Parthena 10/10/2012 Socio-Cultural Learning Games October 10, 2012 Abstract The purpose of this essay is to examine serious games in socio-cultural content that support cultural heritage and art learning. These types of games provide the opportunity to explore foreign cultures and learn history and art. There is an introduction to the concept of serious games for foreign cultural heritage and learning. Following, there is a presentation of a sociocultural game, named ICURA, with an analysis of its design and implementation problems. Finally, there is a discussion about the benefits of this kind of games and their social impact. Keywords: serious games, foreign cultures learning, socio-cultural games, cultural awareness, 3D environments, educational game design 2 Socio-Cultural Learning Games October 10, 2012 1. Introduction Games have historically been the cutting edge of technology (Eagle, M., 2009) and constantly lead to new improvements in the field of computer graphics, game design and innovative storytelling (Froschauer et al., 2010). Much research has also proved the benefits of digital game based learning. In fact, games have always been a powerful mediator in learning (Rieber, 1996). The interactivity, the visual expression of information, the communication and the collaboration mechanisms are some of the strengths of digital games. In addition, recent advances in real-time graphics, virtual and augmented reality and artificial intelligence play the first role in the development of powerful educational games. In this field, serious games seem to be a trend, as they are getting more and more established in the general public. Clark Abt first mentioned the term serious games, in his book Serious Games, in 1970. He claims that card and board games are not intended to be played primarily for amusement, but also for education purposes (Abt, 1970). Coming back some years ago, in 2005, Mike Zyda describes serious games as “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy and strategic communication objectives (Zyda, 2005). Zyda was the first who suggested a classification of serious games into different categories and stated that while pedagogy is an implicit component of a serious game, it should be secondary to entertainment, which means that a serious game that is not “fun” to play is useless, accept of its learning scope. The design of serious games involves disciplines like game design, visual artistry and programming, together with the pedagogical concepts, to become successful mediators of knowledge. Zyda created the term “collateral learning”, refer to the knowledge gained by mechanisms other than the formal teaching (Zyda, 2005). The development of serious games should support this type of mechanisms and provide new ways of communicating knowledge. An unsuccessful design is usually caused by the wrong integration of learning contents into the game. Instead of creating boring educational add-ons, information should be well integrated into the game logic and aesthetics (Belloti et al., 2008). The goal of serious games is the successful integration of learning objectives with the element of entertainment, play and fun (Rankin et al., 2008). There is a great range of topics, where serious games development considered to be a revolutionary learning practice. Depending on the scope, we can find from simple learning games to highly elaborate training simulations (usually for military purposes). Nevertheless, the use of games to support cross-cultural content has been less taken into account. Games with socio-cultural content will give the opportunity to explore foreign cultures and improve cross-cultural skills. This type of games can provide the appropriate knowledge to avoid embarrassing moments or unintentional disrespectfulness when someone is in a foreign country. Serious games represent a “safe” way to make mistakes and to learn culture in an environment that mimics reality as realistically as possible (Zielke et al., 2009). The term culture is usually associated with a life-world as well as a set of behavioral rules, forms of thinking and norms that emerge from human group interaction (Fishwick et al., 2008). According to this, the socio-cultural games implementation requires a detailed understanding of the target culture. Most serious games, aimed to teach cultural awareness, were developed for military use. The first example is The America’s Army, which first released in 2002 and started a revolutionary of thinking about the potential role of video games for non-leisure purposes (Zyda, 2005). 3 Socio-Cultural Learning Games October 10, 2012 Following, two other games were created, the Tactical Iraqi and the Virtual Iraq. The Tactical Iraqi was created to teach soldiers Arabic language and how to confront in unpredictable situations. The Virtual Iraq was designed to reduce the effects of Post Traumatic Stress Disorder (Johnson et al., 2007) (Losh, 2006). Zielke et al. wade into a project that is tightly connected to the fields of cultural heritage and tourism, however, with a military background (Zielke et al., 2009). The 3D Asymmetric Domain Analysis and Training (3D ADAT) model is a platform for the development and visualization of dynamic sociocultural models. It provides the possibility to learn culture in a safe and realistic 3D environment. Based upon this framework, a Serious Game was developed that lets players increase their cultural expertise in simulated Afghan rural and urban environment. Sagae et al., designed five interactive arcade games training courses that conduct basic training in foreign language and culture (Sagae et al., 2010). An estimated twenty-five thousand US military users have trained with the system so far. They claim that although the concept was originally developed under military purpose, the approach can be applied quite generally to language and culture learning (Froschauer et al., 2011). This essay is an overview of a socio-cultural game, named ICURA, with an analysis of the challenges and the problems during the implementation process. In conclusion, there is a discussion about the benefits of using games for enhancing cultural awareness. 2. Socio-cultural learning games: Case studies 2.1 ICURA ICURA (an abbreviation for “Immersive Cultural Training”) was developed in 2009 and its scope was to teach the player cultural awareness. The game provides the opportunity to learn more about Japanese culture and etiquette in an immersive 3D adventure environment. The potential goal of ICURA was to expand the knowledge of the foreign culture in a playful way [2]. The player of ICURA can gather information about Japanese language, behavioral rules and culture. The game is useful for pre-trip planning or for raising one’s interest in another culture. The plot: The role player of the game is an Austrian tourist in Japan, who wants to learn more about the Japanese culture and some language basics. The player is a member of Couchsurfing Network (www.couchsurfing.org) and has arranged a meeting with another member in the town of Kuya to stay at his place. Unfortunately, both forgot to communicate the exact address or the meeting point. The player has only a print-out of the host’s Couchsurfing profile and a copy of previous emails. In these emails, Shoji (the host) addresses typical rules of behavior for tourists in Japan. The main goal of the game is to find Shoji. Various sub-goals are added during the game (Froschauer et al., 2010). Graphics, UI and controls: ICURA was developed using the Torque Game Engine Advanced (TGEA, www.torquepowered.com). This enabled the developers to use state-of-the-art graphics, including elaborate 3D models of buildings and convincing weather effects. They also added discreet music and sound effects that do not distract the player from the learning content. The avatar is controlled from a first-person view by using the WASD keys. The mouse cursor is used to interact with GUI elements and 3D objects. To interact with the 3D environment, the mouse cursor is placed over an object. A change of the cursor’s shape indicates the possibility for an interaction. By left clicking an object, the player investigates an object, a right click 4 Socio-Cultural Learning Games October 10, 2012 triggers an interaction, such as taking an object or talking to a non-player character (NPC). A dialogue system was integrated into the game, in order to let the player interactively choose what to say and which answers to give. Fig. 1 shows a dialogue with a NPC. Figure 1.The Dialogue System of ICURA As for the user interface design, ICURA follows the classic 2D adventure games and has a simple GUI with an inventory and several buttons. The inventory, displayed at the bottom of Fig. 2, and stores all the objects the player is carrying, for instance the host’s Couchsurfing profile. As soon as the player takes an object in the 3D world, it appears as a 2D replica in the inventory. The inventory allows the user to investigate the stored items and to combine them with each other. The two buttons in the lower right corner display a summary of the controls of the game, the goals and sub-goals the player has to achieve. The upper left corner shows a small text box, which is called Information Agent. The Information Agent notifies about the progress of the game and provides the player with useful information about Japanese culture and etiquette. Every important action the player takes is accompanied by a new message that is crucial for the learning process. Fig.2 shows all the GUI elements. 5 Socio-Cultural Learning Games October 10, 2012 Figure 2. The Graphics and the User Interface of ICURA Playing: The game starts with a test of 12 questions concerning language basics, Japanese culture and etiquette. This test is to measure the preliminary knowledge of the player. The game welcomes the player with different screens that introduce the user interface and the controls. The player has to investigate the 3D environment, collect items and talk to persons, in order to complete the game. The game ends when the player meets the host Shoji. Then, the player takes the test again. The game calculates the results of the tests and gives a short summarization and the final score. Figure 3 shows the end screen of the game. Then the results are uploaded to a server and displayed on an online scoreboard. Sheng et al. point out the importance of including an opportunity for the players to stop and think about what they are learning (Sheng et al., 2007). This is called the “reflection principle” and is employed by displaying the wrong answers from the post-test at the end of the game (Froschauer et al., 2010). 6 Socio-Cultural Learning Games October 10, 2012 Figure 3. Results of the pre- and post- test Design principles in Practice: ICURA is based on the approach of deFreitas and Javris. They endorse that there are four aspects that raise the effectiveness of a serious game: the content the context, where a game will be used, the learner specification, representation and the pedagogical model or approach used (deFreitas &Javris, 2007). The design of ICURA is based on five important principles: integrating a constructivist perspective, the player’s motivation, usability, the agent principle and the element of fun. ICURA provides a 3D learning environment with opportunities for exploration and manipulation in it. The player can explore a huge game area that is freely accessible and interact with objects or other persons to achieve goals. The overall plot is authentic and can be placed in real life. During the course of the game, player has to deal with real situations, in order to complete tasks. The user gathers information in an inconspicuous way, by looking at the objects and trigging interactions. So, learning occurs as an incidental consequence of the game activity, also called “stealth learning” (Johnson et al., 2007). This approach not only increases the motivation but also compels the player to think about, organize and use information in ways that encourage active construction of meaning (Greitzer et al., 2007). According to Greitzer et al. there are five guidelines to keep the player’s motivation (Greitzer et al., 2007). These include leveling-up, adaptability of the game’s difficulty, clear goals, interaction with other players, and a shared experience. ICURA incorporates as many guidelines as possible. There is a button for displaying the user’s goals and sub-goals. The goals that are accomplished get marked with a green check mark. So, the goals and the current status are visible to the player at any time of the game. As I mentioned, ICURA is a single-player game, so there is no interaction with other players. In addition, it is embedded in the 3D e-Tourism Environment “Itchy Feet” and the interaction happens as soon as the game is finished. In this part, the users can discuss about the gaming experience and exchange views about the learning content. Unfortunately, this version of ICURA does not allow 7 Socio-Cultural Learning Games October 10, 2012 adapting the difficulty and does not support leveling-up. These two guidelines are mentioned as future work of the project. Pinelle et al. describes usability as “the degree to which a player is able to learn, control, and understand a game” (Pinelle et al., 2008). ICURA follows ten usability heuristics and provides consistent response to the player’s actions. The Information Agent in the upper left corner comments every action, informs the player about the current status, provides instructions, hints and help. The virtual tutor is already used in other projects. ICURA was strongly influenced by Sheng, Magnien et al. and the idea of a “story-based agent” (Sheng et al., 2007). Agents are characters that guide learners through the learning process. They can be cartoon-like or reallife characters. In ICURA, the Information Agent has the role of the “story-based agent” who guides the player through the course of the game and simultaneously transports learning content in small and comprehensible junks (Froschauer et al., 2010). The most successful feature for a video game, as well as for a Serious Game, is the player’s enjoyment (Froschauer et al., 2010). Existing Serious Games that deal with teaching cultural awareness often lack of funny elements. The element of fun is so important for the player’s motivation and thus for the success of the game. Fun was very important and it was taken under consideration for the design of ICURA. The game includes funny comments and jokes to make learning an entertaining experience (Froschauer et al., 2010). Evaluation and designing problems: For the evaluation of ICURA, a test session with 20 participants was conducted. There were five steps during the session: in the pre-questionnaire, demographic data and information about the participant’s computer usage were collected. The scope of pre-test was to assess the participant’s knowledge of the Japanese culture and it was integrated into the game. Then every participant played the ICURA and took the post-test. There was also a final questionnaire to determine the overall satisfaction with the game. The results of the pre- and post-test were presented to the player after finishing the game (Fig. 3). The positive effect of the game is that all participants increased their knowledge about the Japanese culture and achieved a higher score in the post-test. Also, the game integrated the element of fun. There were only some concerns about the controls of the game. For example, when pressing the left or right arrow keys, players expected the avatar to perform a sideway motion, instead of turning around the axis. Although the game lets the player toggle the mouse cursor to activate a mouse-look view, scarcely anybody made use of it (Froschauer et al., 2011). According to the developers, they took less effort to explain the controls and didn’t stick close enough to prevalent control paradigms. Another notice was that, the players who have never navigated in 3D Virtual Worlds before, had problems to get familiar with the control scheme and to use keyboard and mouse at the same time. As for the communication of knowledge and how the game followed the constructivist learning theory, a big part of the learning content is integrated in the game as part of puzzles. The player has to interact with the learning content actively to fulfill a task. The analysis of both tests shows that information was communicated very effectively and followed the constructivism paradigms. Another problem was the fact that some participants did not even recognize the text messages, provided by the Information Agent. In addition, some people mentioned that the learning content itself could have been of greater importance. According to this, it would have been crucial for the game development to cooperate with external experts to find out, which information about Japanese culture and etiquette is considered as most important to the user. 8 Socio-Cultural Learning Games October 10, 2012 After the evaluation, the game was available for download on the project’s website. The developers also integrated an online high score template that shows the nickname of the player and the results of the pre- and post- tests. In contrary to the developer’s expectations, the game was hardly played by the public. According to them, the main reasons could be that people were not willing to download an installer with the size of over 150 MB and the game was simply not announced publicly (Froschauer et al., 2011). 3. Conclusions ICURA was successful in communicating knowledge to its players, but there are still some deficiency issues. According to the results of the evaluation, the developers came down with some useful guidelines for socio-cultural games design (Froschauer et al., 2011). - Cross-disciplinarity: before starting to implement the game it is very important to define the learning goals and cooperate with experts in the respective field. During this process, a meeting with pedagogues is necessary to have a look at the presentation of information. - Constructivism: the game should let the player learn actively and interact freely with the environment. Wrap the story of the game around the learning content and integrate every information into a puzzle to allow the player to deal with it directly. - Start from scratch: do not suppose that the player has any knowledge. The game should give the player the opportunity to learn the basics and use newly gained knowledge. - Obey the principles: follow prevalent game design principles, as they are used in commercial games. Concerning the navigation in 3D Virtual Worlds, 3D games should offer both control schemes, for experts and beginners. - Make it public: for example ICURA was not really played after publication. The developers should make the game available online and promote it on Web 2.0 platforms, such as Facebook or Twitter. The wider audience will provide useful feedback. - Keep the access barrier low: people prefer to download small scale installer packages first before being able to play an unknown game. In addition, if it is possible to play the game within a familiar Web-browser, chances might be higher that people give it a try. 4. Discussion In conclusion, do we actually want socio-cultural games? Or do we need them? For example, the American soldiers use a number of serious games to understand the Arabic culture and to be prepared for unpredictable situations. These games provide valuable knowledge for their work and their life. In this way, socio-cultural games can be useful for people who travel to another country, either for a trip or for immigration. There is not much research on serious games in a socio-cultural content, but the evaluation of applications like ICURA, provided very useful guidelines for the next steps. A serious game can be successful if it has clear goals before its implementation and the most important, integrate the element of fun. Defining the use of serious games, in accordance with their field and their added value will give us the opportunity to create useful and playful applications. What all developers should have in mind is that the integration of socio-cultural content into a game requires a wide range of different disciplines work together to provide a successful product. It is also important, to make the games accessible through Web 2.0 technology. This will let the users try the game and also give great feedback about how useful and playful these games can be. Moreover, developers should also consider other technologies, like mobile phones and tablets, where socio-cultural games can be applied. I would like to close this essay with this phrase: now we have the technology, the bet is to learn how to use it effectively. 9 Socio-Cultural Learning Games October 10, 2012 References 1. M. 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