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Prof. Dr. Roland Klemke Page 1

Mobile contextualized learning games

for decision support training

Roland Klemke, Dirk Börner, Angel Suarez, Jan Schneider,

Alessandra Antonaci

Open University of the Netherlands JTEL Summer School, Ischia, 07.07.2015

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Prof. Dr. Roland Klemke Page 2

What is a mobile serious game?

Image: Phil Rogers,

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Prof. Dr. Roland Klemke Page 3

Mobile Serious Games

•  Mobile Serious games allow connecting learning,

gaming and situation

–  Embedded in Context

–  Exploration and utilization of context

–  Augmentation of reality

•  3 case studies in decision training performed

–  Bystander decisions processes in emergency

situations

–  Hostage taking situation

–  Decisions in logistical value chain

Image: Phil Rogers,

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CONTEXT?

Some contextual dimensions

Location Movement

Time

Task

Objects

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Location

Technologies •  GPS •  Indoor Navigation •  Identification points (NFC, QR-Codes) Use cases •  Location dependent information •  Orientation tasks •  Proof of location

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Time

Technologies

•  Clock

•  Global game time

•  Task-based timers

Use cases

•  Reminder

•  Alarm

•  Events

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Task

Technologies •  Game process •  Learning process Use cases •  Process support •  Questions •  Feedback collection

(recording of audio, video, pictures, text)

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Community

Technologies •  Network •  Teams •  Roles •  Communication Use cases •  Competition •  Collaboration •  Team building •  Responsibilities

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Objects

Technologies •  Camera •  QR •  NFC Use cases •  Object explanation

•  Object dependent tasks

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Movement

Technologies •  Accelerometer •  Camera •  Electronic compass Use cases •  Gestures •  Movement training •  Activity recognition

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CASES

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•  Cardiac arrest one of the main causes of death

•  Only 20% of affected people survive

•  The survival rate could be doubled if

–  Immediate help by laymen would be in place

–  Professional help would earlier be in place

•  But:

–  Bystanders often don’t know what to do

–  Bystanders don’t help when they

fear to do the wrong things

Case 1 – EMURGENCY

Decision and behaviour training for cardiac

arrest

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Case 1 – EMURGENCY

Game design

•  Roles

–  AED player: needs to find defilibrator and bring it

to victim

–  CPR player: needs to find victim and perform

CPR

–  Documentation player: needs to document

behaviour of other players for later reflection •  Game goal

–  Teach concrete skills and motivate behavioural

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Case 1 – EMURGENCY

Game design

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Case 1 – EMURGENCY

Game

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Case 2 – UNHCR

Decision training for hostage taking

situations

•  Office of the United Nations High Commissioner for

Refugees (UNHCR) works in crisis regions worldwide and is constantly confronted with kidnappings

•  Employees confronted with such situations need to

be trained

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Case 2 – UNHCR

Game design

•  Roles –  Head of Office –  Security Officer –  Staff Welfare •  Game goals

–  Creation of reusable variations of a game-design

–  Enabling ‘on the fly’ messaging and real-time

assessments

–  Semi-automatic management of the game

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Case 2 – UNHCR

Game design

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Case 2 – UNHCR

Game

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Case 2 – UNHCR

Game

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Case 3 – SALOMO

Decision training for exception handling in

logistics

Image: hhla.de Klemke, R., Kurapati, S., & Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a

multi-user mobile learning game to increase shared situational awareness. Presentation at the 3rd Irish Symposium on Game Based Learning, Dublin, Ireland.

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Prof. Dr. Roland Klemke Page 22

Container terminal: complex logistic

processes involve many independently

operating stakeholders

Source: Voss et al. (2008)

Klemke, R., Kurapati, S., & Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness. Presentation at the 3rd Irish Symposium on Game Based Learning, Dublin, Ireland.

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Internal disruptions

APP.com www.portstrategy.com

External disruptions

The Huffington Post, 2002

usnews.nbc.com, 2012

TIB,Wa

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Case 3 – SALOMO

Game design

•  Roles

–  Control tower: overview, permissions to other actions

–  Vessel planner: plans the unloading and loading of the

ship

–  Yard planner: decides the storage positions for

containers

–  Sales: responsible for the bookings and financial

transactions between the clients and the terminal

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Prof. Dr. Roland Klemke Page 25

Case 3 – SALOMO

Game design

•  Game goal

–  Generate situational awareness among different roles to

improve their behaviour in disruption situations •  Approach

–  Give increasing access to communication means during

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Case 3 – SALOMO

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Case 3 – SALOMO

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Prof. Dr. Roland Klemke Page 28

Case 3 – SALOMO

Game

!

!

Version 1: Board game

Version 2: Mobile game in ARLearn

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ARLearn: platform for mobile serious

games

•  Open Source

•  Authoring Environment

•  Clients for Android and iOS

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Workshop Tasks

1.  Concept & Process (groups 3-6)

•  Think of a shared decision

making scenario (or continue the example from Alessandra’s

workshop) as basis for a game

•  Describe the game in a schematic way and esp. think of:

–  Which contextual dimensions are relvant and why?

–  Which influence should these

dimensions have for the game play? –  What are connections between

players and context?

2. Media

•  Think of media you might need to support the scenario

–  How can the scenario become realistic & immersive?

–  Can you instantly produce media?

–  Which media can you expect your players to produce during game play?

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Prof. Dr. Roland Klemke Page 31

Workshop Tasks: Schedule

Group work: 40 minutes

Group presentations: 20 minutes (ca. 5

minutes per group)

References

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