10:50 – 12:10
(full papers: 20’+5′; short papers: 12’+3′)
• SLR.II.1F
Matthias Rehm, Bianca Christensen, Thorsten Nielsen, Rasmus Rolfsen, Viktor Schmucki
Movement Patterns in Educational Games: Comparing A-Priori and Post-Hoc Analyses
Abstract
Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game de-sign and the selection of locations. Instead, player movement is usually ana-lyzed after the fact, i.e. when the game is ready to play. In this paper we com-pare this post-hoc movement analysis with an approach that utilizes the methods for movement analysis to inform the game design itself. We show that both approaches have their merits and solve different tasks, but that there is a benefit of taking movement more serious in designing location-based educational games.
• SLR.II.2S
Vincenzo Del Fatto, Gabriella Dodero, Rosella Gennari, Benjamin Gruber, Sven Helmer, Guerriero Raimato
Automating Assessment of Exercises as Means to Decrease MOOC Teachers’ Efforts
Abstract
To increase digital fluency in adult population, efforts have included offering e-learning initiatives and MOOCs, and more efforts should be undertaken in order to facilitate MOOC implementation and to widen MOOC participation. Along this line, this paper presents the first findings toward the automated assessment of bash scripting exercises, to be offered in a MOOC focused on this topic. By using exercise solutions submitted by participants during a past edition of such a MOOC, we implemented bash scripts able to semi-automatically assess student submissions. Tests on three different exercises showed a decrease of 50%, w.r.t. actual manual assessment time, measured while the MOOC was delivered.
• SLR.II.3S
Liliana Costa, Ana Veloso, Óscar Mealha
A Review of Proxemics in ‘Smart game-playing’
Abstract
Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite extensive, little is known about proxemics in game design and how it can be explored to conceive ‘smart game-playing’. This paper reports on the use of proxemics in digital games and its utility in enhancing game-mediated interactions applied to ‘smart ecosystems’. Eight papers published between 2003 and 2016 in English-language publications related with proxemics in digital games were reviewed and met inclusion criteria. This review presents a set of recommendations for applying proxemics in game-mediated interactions and; discusses its role in enabling informational literacy to foster smart learning ecosystems.