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The CADMOS Project Making computer games that can teach children - - PowerPoint PPT Presentation

The CADMOS Project Making computer games that can teach children with Type 1 diabetes in rural areas how to manage their condition svein.gunnar.johansen @gmail.com Presenter: Gunnar Hartvigsen Can games teach children anything useful? Yes,


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The CADMOS Project

Making computer games that can teach children with Type 1 diabetes in rural areas how to manage their condition svein.gunnar.johansen@gmail.com Presenter: Gunnar Hartvigsen

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Can games teach children anything useful?

  • Yes, but often not necessarily what the game was

designed for.

  • Only if the game is enjoyable, and creating a good game is

hard.

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The problem with serious games

  • They are often just regular games, with some facts in

them, usually presented as text or pictures.

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What are we trying to accomplish?

  • To create an engaging and fun game, so that it will be used
  • Instill in the user, a mental model that allows him/her to

correctly judge the right balance of food, physical activity and insulin

  • Give the player knowledge about the consequences of not

dealing properly with diabetes.

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Our solution: Iteration

  • Fo
  • r

r u us s: : Game development is more an art form than an exact

  • science. As such there is really no way to make a good game
  • ther than trying something, see what does/doesn’t work and

improve it accordingly.

  • Fo
  • r

r t th he e c ch hi il ld dr re en n: : The game is an arena where iterative learning by doing is possible without the negative effects of getting it wrong.

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Iteration in practice

FLO-1563-3DC-5N

Try new thing Fail. Evaluate Try again Succeed!

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Iteration zero: Haraldvollen 2013

  • Children in the age

group understand visual gauges just fine.

  • They show a

preference for games with humanoid avatars.

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Iteration 1: Game developers

  • Tromsø game lab: A collaboration between the University

and local game developers, aimed at teaching aspiring game designers how to do a full development cycle and ship a game.

  • Within one semester: Thus, limiting the scope was also

important.

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Mobile battle arena game where you pit teams against each other in battle for resources.

  • Size of clickable elements:

About 1/6 screenheight

  • Only one clickable mode
  • Minimize «drop and drag»

Initial Design

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Inspiration:

Pokemon Gather/training mechanics has traditionally been popular in the age group.

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Inspiration

Hearthstone Proves that sparesly animated 2D graphics can be engaging, even in a post 3D era.

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Avatars: Human / Robot hybrids

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Iteration 2: Children in the age group

We did a workshop

  • rganized by members
  • f our local diabetes

community. Our audience was 11 kids aged 12-17 and their parents.

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Workshop

We invited the kids to participate in the development process by:

  • Designing new characters
  • Giving feedback on what was already implemented and

coming up with ideas for how to make the game better.

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Results: Prototype designs for GUI elements

Since the intended players helped design it, they should also be able to make use of it.

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Findings

  • The current state of our game appeals more to boys than to

girls.

  • According to one of the participants, it appeals even more to

those who like science fiction in particular.

  • About 1/3 of the kids really liked being involved in the design
  • process. 1/3 was somewhat passive, and the last third was

actively disinterested.

  • Practically all who liked being part of the process volunteered to

continue working with the game as testers after the end of the workshop.

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The CADMOS Project

Making computer games that can teach children with Type 1 diabetes in rural areas how to manage their condition svein.gunnar.johansen@gmail.com

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