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Interacting with Computers
Volume 19, Issue 2, March 2007, Pages 206-214
HCI Issues in Computer Games
 
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doi:10.1016/j.intcom.2006.08.001    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2006 Elsevier B.V. All rights reserved.

Applying simulation experience design methods to creating serious game-based adaptive training systems

Elaine M. RaybournCorresponding Author Contact Information, a, E-mail The Corresponding Author

aCognition and Exploratory Systems, Intelligent Systems and Robotics Center, Sandia National Laboratories, P.O. Box 5800 MS 1188, Albuquerque, NM 87185, USA

Available online 22 December 2006.

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Abstract

The purpose of the present paper is to briefly introduce adaptive training systems, and describe the Simulation Experience Design Method. Adaptive training systems are serious games whose goal it is to engender communication opportunities for players to learn about their strengths and weaknesses, receive real-time in-game performance feedback, and share diverse solutions and strategies during, between, and after game play in order to update, or adapt, player understanding. The Simulation Experience Design Method extends HCI approaches to create engaging multiplayer learning experiences by focusing on how dynamic game content, roles, scenarios, and assessment feedback contribute to emergent culture. Preliminary evaluations of an earlier instantiation of serious game-based adaptive training systems employing this design method have been positive. The contribution of the present paper lies in describing how designers create rich systems of experiences for serious games and adaptive training systems by employing HCI principles and the Simulation Experience Design Method.

Keywords: Simulation Experience Design Method; Real-time in-game feedback assessment; Serious games; Communication; Adaptive training systems

Article Outline

1. Introduction
2. Serious game-based adaptive training systems
2.1. Adaptive training system general design description
2.1.1. Single player game
2.1.2. Multiplayer game
2.1.3. Real-time in-game assessment
2.1.4. Computer-enhanced after action review
2.1.5. Instructor and stakeholder authoring
3. Simulation experience design method for serious game-based systems
3.1. Interaction as dynamic content, personas, and roles
3.2. Storytelling through narratives and scenarios
3.3. Game levels and environment as contributing to sense of place
3.4. Emergent culture as updating understanding with real-time assessment feedback
4. Serious game deployment in the classroom
5. Future research
6. Conclusions
Acknowledgements
References



Interacting with Computers
Volume 19, Issue 2, March 2007, Pages 206-214
HCI Issues in Computer Games
 
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