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An Extendible Simulation Game to Promote Team Spirit on Mobile Computing Devices

An Extendible Simulation Game to Promote Team Spirit on Mobile Computing Devices
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Author(s): Vincent Tam (The University of Hong Kong, Hong Kong), Zexian Liao (The University of Hong Kong, Hong Kong), C.H. Leung (The University of Hong Kong, Hong Kong), Lawrence Yeung (The University of Hong Kong, Hong Kong)and A.C.M. Kwan (The University of Hong Kong, Hong Kong)
Copyright: 2012
Pages: 14
Source title: Virtual Learning Environments: Concepts, Methodologies, Tools and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-0011-9.ch313

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Abstract

Game based learning (GBL) has significantly reshaped the latest educational or training technologies through engaging players in many carefully planned learning activities in real-world applications including the training of tactic planning in a simulated combat environment, or resource management for any large organization. Successful examples range from the commercially available simulation games like SimBusiness, being adopted in some business schools in North America, to Quest Atlantis as a 3D multi-user learning game platform to children aged 9 – 15 in meaningful inquiry tasks. In a previous Teaching Development Project, the authors of this chapter developed an interesting simulation game platform for a virtual university campus containing game rooms with different missions for students to fulfill so as to enhance the learners’ experience after classes on ubiquitous computing devices. All the missions are focused on engaging players to exercise their logical thinking or problem-solving skills in relevant areas of Information and Communication Technologies (ICT). To promote team spirit, each group of 3 to 4 students will work together to complete all the missions within the virtual campus. The authors used the open-source Nebula Version 2.0 toolkit to build a prototype of our simulation game containing various game rooms inside a virtual campus that can be accessed through any Windows based desktop or pocket PCs. To allow the real-time chatting facility among team members, the Yet Another Telephony Engine (YATE) server is employed in the interactive game platform. A preliminary evaluation was conducted to analyze the effectiveness of the simulation game on motivating and/or enhancing the learners’ experience in relevant disciplines. All in all, there are many interesting directions for further investigations including the integration of our simulation game with existing learning management system or increasing players’ involvement in proposing new missions.

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