SGoCSL 2012 Abstracts


Full Papers
Paper Nr: 9
Title:

SCHOOL AGE CHILDREN’S COGNITION IDENTIFICATION BY MINING INTEGRATED COMPUTER GAMES DATA

Authors:

Rob Whent, Dragana Martinovic, C. I. Ezeife , Sabbir Ahmed, Yanal Alahmad and Tamanna Mumu

Abstract: National statistics confirm that nowadays about 20% of school children have some type of mental health issue, about 70% of adult mental health disorders originated in adolescence, while about 40% have unidentified learning differences that affect their learning abilities. Starting early enough with proper screening of a child’s cognitive skills is critical for improved learning and mental wellbeing. Unfortunately, assessments and treatment can be costly, elusive or conflicting. This paper describes an approach to identifying child’s cognitive skill level that is adopted by an online product called “Think2Learn” developed by OTEP Inc. (Online Training & Education Portal). OTEP uses ubiquitousness of the Internet and attractive features of online computer games to give parents automated opportunity to screen and follow their children’s cognitive development. OTEP presently uses a collection of approximately 100 video games for children to play and while doing so, it records their score to continuously assess and monitor their cognitive strengths and weaknesses. The Webbased tool for identifying cognitive skill level is developed as an integration or data warehouse of a number of relevant data sources such as the cognitive skills categories data, games data, player inventory data and so on. The integrated data are continuously mined, analyzed and queried for proper and quick assessment or recommendations.

Paper Nr: 10
Title:

LeMo - Studying Chemical Molecular Structures through Gaming

Authors:

Filipe Silva, Tiago Alves, José Braz and Susana Piçarra

Abstract: The present work’s main contribution is the description of a first experiment to create a virtual chemistry lab to be used at university level based on games instead of the traditional chemistry virtual labs based on experiments. The paper starts with the motivation to use games as a teaching-learning process and with the reason for choosing Lewis formulas and VSEPR theory to make a first experiment. Previous works, with emphasis on web solutions for Chemistry and the role of emotions in the learning process are then presented. The architecture of LeMo, the developed game, is described together with a detailed explanation of its operation. The paper ends with a summary of the experiment’s results, which indicate that gaming may be a good strategy for motivating students to study Chemistry.

Short Papers
Paper Nr: 3
Title:

SERIOUS GAMES ON MULTI TOUCH TABLES FOR COMPUTER SCIENCE STUDENTS

Authors:

Jan Holz, Nadine Bergner, Andreas Schäfer and Ulrik Schroeder

Abstract: Within the project IGaDtools4MINT one of our goals is a pedagogical redesign of the introductory phase of CS studies. This paper describes an approach to develop and use serious games on multi touch tables to support collaborative learning processes at university. After giving a short overview over the context of the project, we briefly describe the educational and technological concepts behind the development process. As an example a multi touch application for learning resolution in propositional logic through collaboration and competition is introduced.

Paper Nr: 6
Title:

THE USE OF COMPUTER GAMES IN TRAINING SPATIAL REASONING

Authors:

Peter Blanchfield, Kamal Basha Madarsha and Mohd. Syarqawy Hamzah

Abstract: Spatial reasoning including mental rotation ability has been seen to be linked to the ability to think scientifically and to do abstract tasks such as programming. There has been some attempt in the past to investigate ways in which navigating in hyperspace is affected by the ability to navigate in real spaces. The purpose of the current study has been to examine differences between training approaches to improve spatial ability using a video game and a block building approach. Understanding the differences of spatial performance needed to perform the training activities will eventually lead to better development of training procedure. The results show a greater relationship to gender than initial ability in the value of different types of game (computer or otherwise) but this could have been masked by lack of computer game interest in the female participants. There also would seem to be a limit to the level of improvement in skill that games can provide.

Paper Nr: 7
Title:

USING CASUAL GAMES AND ONTOLOGIES TO TRAIN UNSKILLED WORKERS - An Experience with the FoodWeb2.0 Platform

Authors:

Nils Malzahn, Sabrina Ziebarth and H. Ulrich Hoppe

Abstract: Training and continuing education in and for the food industry face the challenge of reaching and motivating workers without or with only a low level of formal qualification. In the FoodWeb2.0 project a platform with specific support for training opportunities and selected Web2.0 enabled courses has been established. This paper reports on first results of a Web2.0 course conducted on the platform and elaborates on the usage of a casual game for training knowledge on food safety and hazardous material regulations. Since the tentative results show that the students are motivated to influence the content of a course by commenting provided material, we designed the casual game in such a way that it can be used in two modes: as a learning game and as an interactive mechanism for ontology enrichment. Our evaluation at a private professional training academy has shown promising results.

Paper Nr: 8
Title:

OVERVIEW OF COMPUTER-ASSISTED LANGUAGE LEARNING FOR EUROPEAN PORTUGUESE AT L2F

Authors:

Thomas Pellegrini, Wang Ling, André Silva, Rui Correia, Isabel Trancoso, Jorge Baptista and Nuno Mamede

Abstract: In this paper, we give an overview of our research in Computer-Assisted Language Learning for European Portuguese, to show how our long-time experience in spoken language processing allowed to propose multimedia documents as learning material. Beside a reading activity module that provides learners with individualized readings from a digital libray, Web-based serious game were introduced to cover aspects of listening, reading, and writing skills. One fundamental aspect of all our tools remains in the fully-automatic generation of the curriculum. This is very valuable for teachers, saving them time in search for motivating materials of appropriate quality, level and topic. A Web portal was recently created to make all our tools publicly available at http://call.l2f.inesc-id.pt/reap.public.

Posters
Paper Nr: 1
Title:

PROJECT LUDO AT SCHOOL - The Experience of using an Online Educational Game for Elementary Students

Authors:

Rener Baffa da Silva, Ariane Baffa Lourenço, Ilaiali Souza Leite, Rodrigo Bareato, Thiago Jabur Bittar and Bruno Silva Rangel

Abstract: This paper deals with the game Ludo Ação whose target audience are students in primary school and report the results of the project Ludo at School occurred in a public institution of São Paulo state, which used such game as a tool in the teaching-learning process of students from second to fifth year of elementary school. The results revealed that Ludo Ação is a game that its paintings are visually attractive, with music and animation, it is easy for the student to interact with the system, allows the variation of environments and levels of difficulties, challenges the students' curiosity and interest in exploring the game and provides immediate feedback to students. It was observed that the teachers found it in Ludo Ação a easy tool to use and that met their needs to have an educational game, which aroused the interest of students, allowing them to review concepts already taught and awaken curiosity for new concepts. The students felt highly motivated to participate in the game which gave them an environment conducive to learning.