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GAMES: Virtual Worlds and Reality Selected Papers of ISAGA 2008 Eugenijus Bagdonas & Irena Patasiene (eds.) 2009 Editorial Board Prof. Eugenijus Bagdonas, Kaunas University of Technology – Editor-in-Chief Associated professor dr. Irena Patasiene, Kaunas University of Technology – Editor-in-Chief 39th ISAGA Conference Scientific committee Prof. Dr. Arata Ichicava Ryutsu Keizai university, Japan Dr. Elyssebeth Leigh The University of Technology, Sydney, Australia Prof. Dr. Jan H. G. Klabbers KMPC, The Netherlands Dr. Jeremy J. S. B. Hall Churchill Fellow, Managing Partner, Hall Marketing, UK Prof. Dr. Raimundas Jasinevicius Kaunas University of Technology, Lithuania Assoc. Prof. Dr. YY Cai Nanyang Technological University, Singapure Prof. Dr. Richard D. Teach Georgia Institute of Technology, US Assoc. Prof. Dr. Maria Angeles Andreu Universidad Politecnica of Valencia, Spain Prof. Dr. Beverly Rising Universidad Pontificia Comillas de Madrid, Spain Assoc. Prof. Dr. Igor Mayer Delft University of Technology, The Netherlands. Dr. Pieter. van der Hijden Sofos Consultancy, The Netherlands Dr. Amparo Garcia-Carbonell Universidad Polit'ecnica de Valencia, Spain Prof. Dr. Willy C. Kriz University of Applied Sciences, Austria Prof. Dr. Dmitry Kavtaradze Moscow state University, Russian Federation Prof. Dr. Shigehisa Tsuchiya Chiba Institute of Technology, Japan Assoc. Prof. Dr. YEO Gee Kin National University of Singapore, Singapore Anne Villems, Tartu University, Estonia Prof. Dr. Viktorija Barsauskiene Kaunas University of Technology, Lithuania Assoc. Prof. Dr. Raimonda Minkute Kaunas University of Technology, Lithuania Assoc. Prof. Dr. Danguole Rutkauskiene Kaunas University of Technology, Lithuania Prof. Dr. Eugenijus Bagdonas Kaunas University of Technology, Lithuania Assoc. Prof. Dr. Irena Patasiene Kaunas University of Technology, Lithuania Editorial Board address: The Editorial Board of “ISAGA 2008 Selected Papers” K. Donelaičio str. 20-101, LT-44239 Kaunas, Lithuania Telephone +370 37 300118; fax.: +370 37 300102 e-mail: rpk@ktu.lt, irena.patasiene@ktu.lt Cover design: Laimute Varkalaite © 2009 Eugenijus Bagdonas & Irena Patasiene (eds.) Kaunas University of Technology. All rights reserved. No part of this publication may be reproduced, stored in the retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission in writing from the proprietor. ISBN 978-9955-25-682-3 CONTENTS EUGENIJUS BAGDONAS, IRENA PATASIENE Preface .................................................................................................................................... i JAN H.G. KLABBERS Virtual worlds and reality: knowing through imitation ...................................................................... 1 ELYSSEBETH LEIGH Exploring questions for facilitators of learning in simulations ........................................................................ 11 ELIZABETH J TIPTON MURFF Unexpected multicultural experiential learning................................................................................................ 19 MIKA IGARASHI Developing a Research Methodology for the Quantitative Analysis of In-Game Social Behavior ................... 23 MIKA IGARASHI, YOSUKE NAGASHIMA, AKIRA BABA Are Tendencies in Real–World Social Behavior Reproduced in the Virtual World? – Investigation and Implications....................................................................................................................................................... 27 GINTA RAILIENĖ, RIMANTĖ HOPENIENĖ The Assessment of Key Pedagogical Objectives using ProfitPlanner Board Game in Diversified Environment 31 GERT JAN HOFSTEDE, TIM VERWAART, CATHOLIJN M JONKER Lemon car game................................................................................................................................................ 39 KLAUS-PETER SCHULZ, RALPH RIEDEL, MICHAEL FOX Playing and Reflecting the Firm ....................................................................................................................... 47 JYLDYZ TABYLDY KYZY, BRIDE MALLON, DAVID NEWMAN, PHILIP DAWID “World of Uncertainty”: A Computer Game for Decision Makers .................................................................. 53 ELI LINDBLAD REM How can the multi-focused methodology applied to role plays improve educational learning / professional knowledge in higher education? ....................................................................................................................... 57 WILLY C. KRIZ, EBERHARD AUCHTER, HELMUT WITTENZELLNER Evaluation of Simulation Games in the German entrepreneurship education program “exist-priME-cup”.... 63 ELLEN HIJMANS, VINCENT PETERS, MARLEEN VAN DE WESTELAKEN, JEANNETTE HELDENS, ANGELINE VAN GILS Encounters of a safe environment in simulation games .................................................................................... 71 RICHARD TEACH, ELIZABETH JT MURFF Confounded learning in business simulations................................................................................................... 83 JUOZAS PATASIUS, IRENA PATASIENE, MARTYNAS PATASIUS Simulation of economic factors in public sector ............................................................................................... 89 GRAZVYDAS ZAUKAS Simulation of bank operations using “Powersim Studio” ................................................................................ 95 HARALD WARMELINK, GEERTJE BEKEBREDE, CASPER HARTEVELD, IGOR MAYER Understanding Virtual Worlds: An Infrastructural Perspective ...................................................................... 99 SHINNOSUKE KAWAKAMI Science Rooms : Developing a New Digital Game to Learn Science .............................................................. 105 iii EVA KEERIS Combining concepts from Modeling and Simulation and Game research: Realismic Virtual Environments... 109 Mª ÁNGELES ANDREU-ANDRÉS, MIGUEL GARCÍA-CASAS A Problem-Based Task becoming a Simulation ................................................................................................ 115 ELENA V. ZARUKINA Simulation and gaming methods in educational process at a higher school: enhancing students’ scientific research activity ................................................................................................................................................ 121 ARATA ICHIKAWA A Game: real and virtual worlds ...................................................................................................................... 125 ADRIAN MALLON Pleasure, Responsibility and the Ideated Author in Virtual-World Gaming ..................................................... 129 MASAMI IDO, SHINTARO HAYASHI, MASAKO SASAKI, YOSHIO HAYASHI University Education Reform by Employing Gaming-Simulation: A Case Study at Akita University in Japan............................................................................................................................................................ 137 MAAIKE DE JONG The World, Your Playground; students at play in reconstructing reality.......................................................... 143 ELENA LIHACHEVA, DMITRY KAVTARADZE What is Uncertainty in Games and Simulations................................................................................................ 153 MIKHAIL KRYUKOV, ELENA LIKHACHEVA, ANDRII MIROSHNYCHENKO, DMITRY KAVTARADZE Defining Strategy in Natural Resource Management on Simulation Game CoMPAS ...................................... 157 YEO GEE KIN, BIMLESH WADHWA, VU TRUONG VINH, NGUYEN PHUC KHANH LUAN, TRAN QUOC TUAN In-process Assessments in Serious Games ........................................................................................................ 165 JUSSI HOLOPAINEN, STAFFAN BJÖRK Gameplay Design Patterns for Motivation........................................................................................................ 169 JEANNE TOLORDAVA Business Games and Modern Training Technologies in University Education ................................................ 173 BEGOÑA MONTERO FLETA, BEVERLY RISING, CARMEN PÉREZ-SABATER New Insights into Group Work Assessment....................................................................................................... 179 EUGENIJUS BAGDONAS, IRENA PATASIENE, VALENTINA DAGIENE, VYTAUTAS SKVERNYS, MARTYNAS PATASIUS Web-based Business Game for multidisciplinary teaching ............................................................................... 189 JOAN K. TEACH TEACHING TEACHERS TO TEACH: A Game-Frame approach................................................................... 195 CASPER HARTEVELD, HARALD WARMELINK, MICHELE FUMAROLA, IGOR MAYER Bringing Concepts Alive in Second Life: A Design Based Experiment ............................................................. 199 LIN ZHIYUAN, CHOW NAM CHI, YEO GEE KIN Towards An Ontologically-Supported Collaborative SGX ............................................................................... 205 GERT JAN HOFSTEDE, VINCENT PETERS, LÉON DE CALUWÉ, DENNIS MARTENS WHY DO GAMES WORK? In search of the active substance ......................................................................... 211 ULRICH NORBISRATH, IVAR MÄNNAMAA, ANNE VILLEMS, KÜLLI KALAMEES-PANI Mullivelled – Wrapping Computer Games into Educational Gaming Environments ...................................... iv 219 ELISABET M NILSSON Simulated real worlds: science students creating sustainable cities in the urban simulation computer game SimCity 4........................................................................................................................................................... 227 CĂTĂLINA CIUCE, ELYSSEBETH LEIGH, HIDEHIKO KANEGAE The development of a frame-game designed for organizational change management processes ..................... 233 IRENA STANISLAVA BAJORUNIENE, VIKTORIJA BARSAUSKIENE, IRENA PATASIENE, AGNE KAZAKEVICIUTE The Implementation of Business Game for Stimulating Socially Discriminated People Integration into Labour Market ............................................................................................................................................................... 237 QINGQING DONG, ZHONGYI SUN, BRIAN MAC NAMEE Physics-Based Table-Top Mixed Reality Games .............................................................................................. 243 RAIMONDA MINKUTĖ, RIMA ŽITKIENĖ, DALIA KUNIGĖLIENĖ The Analysis of the Importance of Students’ Practice during Their Studies: Case of the Study Programme in Business Administration ............................................................................................................................... 249 KLAUS-PETER SCHULZ, MICHAEL FOX Creating Understanding and Meaning across Cultures: Playing a Business Game with Groups from the US, South Africa and Germany ........................................................................................................... 257 ARTHUR VAN BILSEN, GEERTJE BEKEBREDE, IGOR MAYER Understanding complex infrastructure systems by playing games: Is it possible? ........................................... 265 SHINTARO HAYASHI, AKIRA TASUNE, AKIHIKO FUJINAWA , MASAMI IDO, YOSHIO HAYASHI Libra 2: a Gaming Simulation for Learning Evacuation during Volcanic Eruption Crises ............................. 271 v Science Rooms: Developing a New Digital Game to Learn Science Science Rooms: Developing a New Digital Game to Learn Science Shinnosuke Kawakami Abstract In this paper I propose an efficient use of Digital Game to learn science aims to encourage student who is hard to deal with science experiment, and give them an opportunity of virtual science experiment. I developed a new game "Science Rooms" which consist of 5 stages for simulation and one stage for analysis. This contains five regions: mechanics, fluid mechanics, sound, electric, cosmic science. Generally, a learning procedure of science experiment education is firstly learning the theory, secondly carrying out experiment, finally analyze the data. This Game gives a opportunity and experience of a virtual science experiment and analysis with easy operation. Keywords: Digital Game; Edutainment; Science Education; Game-based learning; Serious Game. Introduction Recent situation of mathematics and science education in Japan, it is said that from primary school to junior high school students are not all have interested in mathematics and science in comparison with other nations [1]. Approaching this problem using a digital game is valuable attempt because students in Japan touch many digital games in their life today. The signature of this digital science game ‘Science Rooms’ is to support learning science by virtual experiment with changing parameter and data analysis, and which represents the natural phenomenon on the personal computer. It doesn’t need real instrument for experiment and science specialist. There is a discussions and research about learning and understanding science trough the virtual reality using physics engine [2], and refer the possibility of digital science game to learn science. I believe that the use of digital game for education and development of a digital science game is very significant thing. This game consists of five stages, mechanics, fluid mechanics, sound, electronics, cosmic science and one stage of analysis. At each stage, it must carry out three times experiment with each parameter setting and after experiment automatically change the stage to stage of analysis. Therefore we can only plot three data sets at stage of analysis. Finally pushing the ‘Fitting button’ the regression line which obtained by least squares method will draw on the graph. It is necessary for students to learn analysis because only play a science simulation is a good exercise to observe a science phenomenon but not a training to investigate. An important thing to learn science and understanding a phenomenon is analysis after carrying out a science experiment. Developing Environment and Operation This game build by C++ language programming with Microsoft DirectX9.0b and AGEIA physics engine “PhysX” using Microsoft Visual Studio 2005 on Windows Vista. Before play it is necessary for player to download DirectX9 and PhysX runtime. Operation of this game is only three buttons of a mouse device excepting cosmic science stage. Five Stages First stage is a fluid mechanics stage deal with a fountain on the gravity (2.1). The aim of this room is to observe how motion will occur many water drops are on the gravity. This room was developed by using only ‘point sprite’ programming technique with DirectX technology because this is lighter than other technique. At first player decide two parameters ‘gravity’ and ‘air resistance’ and observing phenomenon after setting the parameters. Second stage is Mechanics stage deal with momentum of box and sphere (2.2). There are four parameters in this stage, ‘density’ of box and sphere, ‘bound coefficient’, ‘initial velocity’ of throwing spheres. The motion of impacted boxes and spheres will decide by own mass without 105 Science Rooms: Developing a New Digital Game to Learn Science resize, therefore setting each density to observe each rotating speed and analyze relation between the density and the motion. Figure 1: Fluid mechanics stage. Figure 2: Mechanics stage. A fountain on the gravity Throwing apples to crash accumulated boxes Third stage is Sound stage deal with a Doppler Effect. Here player will listen the Doppler shifted sound with changing the sound source velocity (2.3). Why Doppler Effect here? This is because difficulty of real experiment to observe this effect. On the personal computer, it is very easy to realize this effect by using ‘direct sound’ programming technique with DirectX technology. In this room there are two parameters, ‘vertical’ and ‘horizontal’ velocity of sound source. Setting these two parameters, we can observe some Doppler Effect patterns here. Forth stage is Electronics stage deal with moving electrons around the electric circuit(2.4). Player can observe moving electrons in spite of these about light velocity. In the imagination world and we are on the microscopic view, we can observe quantum phenomenon even if we couldn’t observe in the real world. In this room there are two parameters, ’reactance’ and ‘voltage’ to learn Ohm’s Law. Setting ‘reactance’ to be small or ‘voltage’ to be large, electric current to be large, so many electrons will be observed. Figure 3: Sound stage. Figure 4: Electronics stage. Doppler shifted wave of sound Observing electrons going around the circuit Fifth stage is Cosmic Science stage. Here, player try to lift up the rocket against gravity of the earth(2.5) and finally orbiting the earth and observing a solar eclipse(2.6) and virtual Supernova Explosion(2.7). There are two parameters, ‘initial velocity’ of rocket and ‘gravity’ of the earth at only lifting up the rocket. At first, observing and carrying out a rocket rifting up experiment with various values of two parameters. After orbiting the rocket around the earth, we can observe solar eclipse with only a good align of the sun and the moon and the earth and we can observe planets and stellar matter around the solar system, and other galaxies. Further we might observe a Supernova Explosion which is a virtual phenomenon developed by using ‘point sprite’ programming technique with DirectX. The aim of this room is help to learn cosmic science and rocket engineering, and growing a challenge spirits to solve the mystery of a star. 106 Science Rooms: Developing a New Digital Game to Learn Science Figure 5: Cosmic Science stage. Lifting up the rocket to the space at the particular velocity Figure 6: Cosmic Science stage. Observing solar eclipse Figure 7: Cosmic Science stage. Observing virtual Supernova Explosion Analysis Stage After carrying out three times experiments at each stage, automatically change to stage of analysis to analyze data. In this stage analyzing based on the original rule of this game which is plotting three observed data corresponded to ‘minimum’, ‘middle’, ‘maximum’ parameters about carried out three experiments. It is necessary for students to learn science method by trying experiment and observation corresponded to setting parameters. The main method of analysis is least squares method because this method is most simple method of analysis. Many data sets have little analytical error but it is difficult to carry out many experiments and analyze data, and it will have to take more time. Three parameters data sets analysis is appropriate for digital game to learn science. Figure 8: Data Analysis stage. Finally, player analyze result of experiment with least squares method 107 Science Rooms: Developing a New Digital Game to Learn Science Conclusion I developed a new digital science game to learn science. The next plan is improving a function and adding a network function to investigate the efficiency of learning science with students with a long distance. This development and research supported by Kozuki Foundation for Sports and Education 2006. The next development and research for adding network function to this digital science game being supported by foundation for the Fusion of Science and Technology (FOST) 2007. Author information Shinnosuke Kawakami, Graduate school of information technology, Kobe Institute of Computing (KIC), JAPAN. References Mathematics and Science Study. (2003). Ministry of Trends in International education,culture,sports,science and technology-JAPAN. http://www.mext.go.jp/b_menu/houdou/16/12/04121301/003.htm Colin,Price. (2007). Computer Games as Vehicles to Learn Physics:Mechanics, Oscillations and Waves: ISAGA 2007 Conference,p-46. 108