36 lines
3.3 KiB
TeX
36 lines
3.3 KiB
TeX
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\section{Location based Games: Put the 'fun' in education}
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Location based Games are at the intersection of GIS and gaming technology \cite{Ahlqvist2018}.
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With game actions tied to real-world spatial places, this genre breaks the magic circle of games: they are embedded into the environment and the boundary between game and non-game are vanishing \cite{montola2009games}.
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As they feature locomotion as an essential game part, a focus on certain aspects of the environment can be achieved by game related tasks.
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These tasks can include educational aspects or reward special behaviour through ingame benefits as mean of gamification.
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A playable game with good balance and a lasting impact needs to consider the trade-off between board and race style games \cite{1705427,kremer2013spatial}.
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Board style games are dominated by strategic planning with less temporal restrictions, while race styled games favour the physical capabilities of the fastest players.
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Popular examples of mobile geogames are Ingress\furl{https://www.ingress.com/} and the more recent Pokemon Go\furl{https://www.pokemongo.com/}.
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These worldwide playable games barely embed the surroundings into the game except for the base map and some landmark-derived attributes \footnote{Pokemon Go aligns the land types with the possible types of Pokemons available}.
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With a fine tuned setup of educational content, game elements and integration of locomotion on the other hand, location based games (also known as geogames) foster recognition of the environment.
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\autoref{img:gg2} shows the map overview of such a game: FindeVielfalt Simulation\furl{https://biodivlb.jimdo.com/english-1/project-finde-vielfalt/finde-vielfalt-simulation/}.
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Located in an orchard, the blue dots are caches tied to game actions.
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To proceed in the games narrative story, the caches are to be completed.
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The players have to complete a task with context of the caches' location.
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\image{.5\textwidth}{../../PresTeX/images/gg2}{Geogame map view}{img:gg2}
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\section{Research with location based games}
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Usually, when the effectiveness of location based educational games is to be measured, the following pattern is applied:
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After a mission statement has been defined and approved, a fitting statistical framework has to be developed.
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Based on such a framework, questionnaires have to be derived.
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As some metrics cannot be retrieved directly from the questionnaires answers, the statistical framework needs to considers these and consider measureable informations to derive the original metric from.
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The finished and for alignment with the mission statement approved questionnaires are then applied at field test with users from the target groups.
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Each field test consists of an upstream questionnaire, a pass of the location based game and a final round of questionnaires.
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After an data entry step for paper-based questionnaires, the raw results are fed into the statistical framework implemented in a statistical processing software to retrieve the final results.
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\cite{Schaal2017} describes this development in the context of the BioDiv2Go project.
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\autoref{img:biodiv-schaal} shows the resulting statistical framework for the valuing of biodiversity as target variable of the location based geogame developed in the BioDiv2Go project.
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\image{\textwidth}{../../PresTeX/images/biodiv-schaal}{Statistical framework for BioDiv2Go\cite{Schaal2017}}{img:biodiv-schaal}
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