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Article
Publication date: 4 May 2021

Bill Kapralos

Very little effort has been dedicated to the teaching of serious game design and development. At the post-secondary level, very few courses dedicated to serious game design and…

Abstract

Purpose

Very little effort has been dedicated to the teaching of serious game design and development. At the post-secondary level, very few courses dedicated to serious game design and development exist. At the K-12 level, although (entertainment) game design and programming instruction are becoming more widespread, serious game design and development is ignored. This study aims to present a series of lesson plans that allow K-12 teachers to introduce students to serious game design and development.

Design/methodology/approach

The lesson plans include both a didactic and applied component and are intended to provide students with an introduction to serious games and their design and development while making students aware of the many career paths within this exciting growing domain. They can also be completed entirely remotely lending themselves nicely to online instruction to facilitate the COVID-19 shutdowns and the resulting move to e-learning.

Findings

Although several high-school teachers and several elementary school children were consulted during the development of the lesson plans, the lesson plans have only recently been made available, and therefore, there is a lack of any teacher or student feedback available regarding their use. Informally, several elementary school children found the lessons to be fun, interesting and informative.

Originality/value

There are currently no existing courses or lesson plans focusing on serious game design and development at the K-12 level, thus making this set of lesson plan novel and unique.

Details

The International Journal of Information and Learning Technology, vol. 38 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 6 April 2017

Minh Nguyen, Mohammed Melaisi, Brent Cowan, Alvaro Joffre Uribe Quevedo and Bill Kapralos

The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical…

265

Abstract

Purpose

The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical bone-based drilling in particular) with serious games and virtual simulations as an affordable training solution with the potential of complementing current and traditional training methods.

Design/methodology/approach

The authors present the adaptation of two low-end haptic devices (Novint Falcon and Geomagic 3D Touch) to simulate a surgical drill drilling through bone for a serious game developed for total knee arthroplasty training. The implementation was possible through the analysis of the bone drilling mechanics. The authors provide a quantitative comparison of both haptic devices with respect to forces, movements, and development.

Findings

Although further testing is required, the initial results demonstrate that the low-end, consumer-level haptic devices can be incorporated into virtual environments/serious games to allow for the simulation of surgical drilling. The authors also believe that the results will generalize and allow these devices to be used to simulate a variety of technical-based medical procedures.

Originality/value

In contrast to previous work where the focus is placed on cost-prohibitive haptic devices, this approach considers affordable consumer-level solutions that can be easily incorporated into a variety of serious games and virtual simulations. This holds promise that haptic-based virtual simulation and serious games become more widespread, ultimately ensuring that medical trainees are better prepared before exposure to live patients.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Article
Publication date: 15 June 2015

Bill Kapralos, Stephanie Fisher, Jessica Clarkson and Roland van Oostveen

The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an…

1125

Abstract

Purpose

The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value.

Design/methodology/approach

Organized around a collection of video clips (that provided a brief contextualized overview of the topic and questions for further exploration), readings, interdisciplinary research projects and games, the course introduced the principles of game and instructional design, educational theories used to support game-based learning and methods for evaluating serious games. Discussions and activities supported the problems that students worked on throughout the course to develop a critical stance and approach toward implementing game-based learning. Students designed serious games and examined potential issues and complexities involved in developing serious games and incorporating them within a teaching curriculum.

Findings

Results of student course evaluations reveal that the course was fun and engaging. Students found the course fun and engaging, and through the successful completion of the final course project, all students met all of the course objectives. A discussion regarding the techniques and approaches used in the course that were successful (or unsuccessful) is provided.

Research limitations/implications

It should be noted that a more detailed analysis has not been presented to fully demonstrate the effectiveness of the course. A more detailed analysis may have included a comparison with, for example, past versions of the course that was not based on an online problem-based learning (PBL) approach, to better quantify the effectiveness of the course. However, such a comparison could not be carried out here, given there was no measure of prior knowledge of students taken before they took course (e.g. no “pre-test data”).

Originality/value

Unlike the few existing courses dedicated to serious game design, the course was designed specifically to facilitate a fully online PBL approach and provided students the opportunity to take control of their own learning through active research, exploration and problem-solving alone, in groups and through facilitated class discussions.

Details

Interactive Technology and Smart Education, vol. 12 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 14 June 2011

Bill Kapralos, Michelle Hogan, Antonin I. Pribetic and Adam Dubrowski

Gaming and interactive virtual simulation environments support a learner‐centered educational model allowing learners to work through problems acquiring knowledge through an…

Abstract

Purpose

Gaming and interactive virtual simulation environments support a learner‐centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be assessed and taken into account, regarding their use in the classroom. This paper aims to present the results of two surveys conducted to assess faculty and student perceptions.

Design/methodology/approach

Both surveys were conducted at University of Ontario Institute of Technology. The surveys were made available to students and faculty members via a link on an institute‐wide internal course management system.

Findings

Results indicate that students and educators appreciate the use of virtual simulations and serious games, but care must be taken to ensure that they are relevant to the course material and that educators are familiar with their use to assist students, should problems arise.

Originality/value

This is the first study of its kind conducted at a laptop‐based university and the results are important when considering the development of virtual simulations and serious games for teaching and learning.

Details

Interactive Technology and Smart Education, vol. 8 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 14 June 2011

Andrew Hogue, Bill Kapralos and Franc¸ois Desjardins

Problem/project‐based‐learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the…

1016

Abstract

Purpose

Problem/project‐based‐learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that students working in a PBL context have improved their skill levels over students enrolled in traditional lecture‐based classes. In spite of these successes, PBL has not yet been often considered in computer science/IT‐related academic programs. This is due to a variety of factors, including lack of support from faculty, historical approaches precluding such innovation, and lack of motivation to innovate beyond the dominant and more traditionally known approaches. This paper presents a case study that outlines a particular approach that was adopted to attempt to overcome these limitations in order to introduce PBL to IT‐related studies. The context of this study is a particular program that involves students in industry‐relevant practices while learning the necessary theory and honing their skills. It aims to discuss how PBL has been integrated into the IT Game Development and Entrepreneurship program at the University of Ontario Institute of Technology, a laptop‐based institution. It also aims to provide qualitative results that would support the effective applicability of this PBL approach.

Design/methodology/approach

A novel method for learning technical game development (theory and practice) is illustrated using a PBL pedagogical approach. The primary objective is to maintain academic integrity, improve critical thinking and problem‐solving skills, and introduce students to the theory of designing and developing video games.

Findings

Preliminary results indicate that the proposed PBL method has improved students' skills and expanded their knowledge both theoretically and practically within their area of study. With the integration of this approach into the curriculum, the authors have seen a higher retention rate, increased motivation, and the development of higher quality work from students.

Originality/value

This paper provides a discussion on the role of PBL in IT settings with practical and positive implications on student learning, involvement, and retention. The approach is innovative in higher education and provides a framework that can be easily adapted to other fields of study.

Details

Interactive Technology and Smart Education, vol. 8 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Content available
Article
Publication date: 14 June 2011

François Desjardins

509

Abstract

Details

Interactive Technology and Smart Education, vol. 8 no. 2
Type: Research Article
ISSN: 1741-5659

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