Utilizing virtual worlds for game based learning:
Grafica, a 3D educational game in Second Life
Theodouli Terzidou, Thrasyvoulos Tsiatsos, Antonia Dae, Odysseas Samaras, Apostolia Chasanidou
Department of Informatics
Aristotle University of Thessaloniki
Thessaloniki, Greece
{lterz, tsiatsos, antai, osamaras, achasani}@csd.auth.gr
Abstract—This paper presents the design, implementation and
evaluation of a three dimensional collaborative knowledge
game, called "GrAFiCA", that utilizes the Second Life
collaborative virtual environment. The presented study is part
of a larger research project focusing on designing and
evaluating game based learning in virtual worlds. Our aim is to
investigate the effectiveness of three dimensional game-based
learning techniques through a detailed collaborative game
scenario, at the level of tertiary education.
Keywords-3D Game Based Learning; Grafica immersive
game; immersive learning; educational game; serious games;
learning in virtual worlds
I. INTRODUCTION
Both popularity of digital games and continuing advances
in computer science and technology, constitute a challenge
for the educational researchers to provide and to produce
knowledge by exploiting both these aspects in an efficient
and effective manner. We believe that instructional designers
can learn and adopt from commercial "fun" Massively
Multiplayer Online Games (MMOGs) techniques, to be
adapted to learners needs in order to improve teaching and
learning, while fostering students’ engagement.
Educational game designers face the challenge to move
from one person games to multiplayer and collaborative
games and from two-dimensional (2D) to three-dimensional
(3D) environments. Moreover learning and game based
learning is moving from simple "task execution" to active
learning and experiential learning, towards a more
constructivist learning model. Immersive environments seem
to have the necessary and suitable characteristics to invoke
all these new needs of the instructional designers. Both
Virtual Learning Environments (VLE) and Game Based
Learning (GBL) seem to have gained an advantage in
modern learning approaches.
Although much research has been conducted towards
game based learning for school and pre-school ages, there is
little research specifically on tertiary education and even less
in highly interactive virtual environments. At this direction,
our 3D educational game aims to propose a novel way to put
into practice, existing game based learning theories in a
modern and technologically advanced framework, utilizing
online virtual environments as a system platform.
More particularly, the game was designed to support the
course "Multimedia Systems" in a Department of
Informatics, based on an Extended Design and Evaluation
framework for 3D Collaborative Virtual Games [1]. The
game scenario is about a collaborative treasure hunt game.
According to this scenario groups of students are playing by
navigating, interacting, experimenting, collaborating and
learning. The game takes place in a properly designed and
equipped multi-user 3D educational virtual space. There the
students should answer questions and try to earn points in
order to help their group to win the game.
In order to investigate the effectiveness of the 3D
educational game, this paper addresses the following
research questions:
• RQ1: Can virtual worlds be utilized by the game
based learning to improve the effectiveness of the
knowledge acquisition?
• RQ2: What feelings created the experience of 3D
virtual environments to the students during their
participation in such a game learning activity?
• RQ3: Did the virtual game activity motivate the
participated students to study better the course
material?
• RQ4: Do the students recommend the systematically
existence of such activities in education?
This article is structured as follows: The next section
presents the theoretical framework for game learning. The
third section presents the GrAFiCA game scenario. The
fourth section presents the implementation. The fifth section
presents the evaluation process and results. The final section
indicates some concluding remarks along with our vision for
next steps.
II. THEORETICAL FRAMEWORK
This section presents a theoretical research study about
game-based learning, their utilization in the educational
process and the applicability of 3D virtual worlds as platform
for game-based collaborative learning.
A. Utilizing games as learning tool
A theoretical investigation about the term of Game Based
Learning can lead to several similar used definitions that
involve the same concept of learning while playing. Thus,
GBL is also termed as "Serious Games", "Digital Game
Learning" (DGL), "Digital Game Based Learning",
2012 12th IEEE International Conference on Advanced Learning Technologies
978-0-7695-4702-2/12 $26.00 © 2012 IEEE
DOI 10.1109/ICALT.2012.55
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