Skip to main content

Ecosystem Simulator

A Learning Game About Genetic Algorithms

  • Conference paper
  • First Online:
Serious Games (JCSG 2022)

Abstract

Genetic algorithms (GA) are a subclass of machine learning methods that allow an automated determination of optimal points. Learning games seem to be very well suited for teaching GA principles, although learning games are still not state of the art. Accordingly, this article presents the development and evaluation of the learning game Ecosystem Simulator for teaching GA principles. The development cycle is described here, which includes the selection of a game theme, the identification of the learning content, the definition of the game mechanics to two subsequent iterations consisting each of development and evaluation. The evaluation of the second development iteration’s prototype reveals attaining high scores both for learning motivation and intrinsic motivation along with a significant increase in knowledge. Thus, a learning game has been developed, which, in view of its rather young development timeline, seems to offer an appealing gaming experience combined with decent learning outcomes. All in all–as a motivating learning game–the Ecosystem Simulator enriches GA teaching.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Holland, J.H.: Adaptation in Natural and Artificial Systems: An Introductory Analysis with Applications to Biology, Control, and Artificial Intelligence. The MIT Press, Cambridge (1992)

    Google Scholar 

  2. Mitchell, M.: An Introduction to Genetic Algorithms. The MIT Press, Cambridge (1999)

    MATH  Google Scholar 

  3. Katoch, S., Chauhan, S.S., Kumar, V.: A review on genetic algorithm: past, present, and future. Multimedia Tools Appl. 80(5), 8091–8126 (2020). https://doi.org/10.1007/s11042-020-10139-6

    Article  Google Scholar 

  4. Lee, C.K.H.: A review of applications of genetic algorithms in operations management. Eng. Appl. Artif. Intell. 76, 1–12 (2018)

    Article  Google Scholar 

  5. Drachal, K., Pawłowski, M.: A review of the applications of genetic algorithms to forecasting prices of commodities. Economies 9, 6 (2021)

    Google Scholar 

  6. Shin, K.S., Lee, Y.J.: A genetic algorithm application in bankruptcy prediction modeling. Expert Syst. Appl. 23, 321–328 (2002)

    Article  Google Scholar 

  7. Norouzi, A., Zaim, A.H.: Genetic algorithm application in optimization of wireless sensor networks. Sci. World J. 2014, 286575 (2014)

    Google Scholar 

  8. Srivastava, P.R., Kim, T.: Application of genetic algorithm in software testing. Int. J. Softw. Eng. Appl. 3, 87–96 (2009)

    Google Scholar 

  9. Xu, B., Xie, X., Shi, L., Nie, C.: Application of genetic algorithms in software testing. In: Advances in Machine Learning Applications in Software Engineering, pp. 287–317. IGI Global (2007)

    Google Scholar 

  10. Riechmann, T.: Genetic algorithm learning and evolutionary games. J. Econ. Dyn. Control. 25, 1019–1037 (2001)

    Article  MATH  Google Scholar 

  11. Squire, K.R.: Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Teachers College Press, New York (2011)

    Google Scholar 

  12. Anastasiadis, T., Lampropoulos, G., Siakas, K.: Digital game-based learning and serious games in education. Int. J. Adv. Sci. Res. Eng. 4, 139–144 (2018)

    Google Scholar 

  13. Michael, D.R., Chen, S.L.: Serious Games: Games That Educate, Train, and Inform. Course Technology, Mason (2005)

    Google Scholar 

  14. Yue, W.S., Zin, N.A.M., Jaafar, A.: Digital game-based learning (DGBL ) model and development methodology for teaching history. WSEAS Trans. Comput. 8, 322–333 (2009)

    Google Scholar 

  15. Coleman, T.E., Money, A.G.: Student-centred digital game–based learning: a conceptual framework and survey of the state of the art. High. Educ. 79(3), 415–457 (2019). https://doi.org/10.1007/s10734-019-00417-0

    Article  Google Scholar 

  16. Al-Azawi, R., Al-Faliti, F., Al-Blushi, M.: Educational gamification vs. game based learning: comparative study. Int. J. Innov. Manag. Technol. 7, 131–136 (2016)

    Google Scholar 

  17. White, K., McCoy, L.P.: Effects of game-based learning on attitude and achievement in elementary mathematics. Netw. Online J. Teach. Res. 21, 1–17 (2019)

    Article  Google Scholar 

  18. Rose, S.P., Habgood, M.P.J., Jay, T.: Designing a programming game to improve children’s procedural abstraction skills in scratch. J. Educ. Comput. Res. 58, 1372–1411 (2020)

    Google Scholar 

  19. Hussein, M.H., Ow, S.H., Cheong, L.S., Thong, M.-K., Ebrahim, N.A.: Effects of digital game-based learning on elementary science learning: a systematic review. IEEE Access 7, 62465–62478 (2019)

    Article  Google Scholar 

  20. Cheng, C.H., Su, C.H.: A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia Soc. Behav. Sci. 31, 669–675 (2012)

    Article  Google Scholar 

  21. Kazimoglu, C., Kiernan, M., Bacon, L., Mackinnon, L.: A serious game for developing computational thinking and learning introductory computer programming. Procedia Soc. Behav. Sci. 47, 1991–1999 (2012)

    Article  Google Scholar 

  22. Gentile, M., et al.: The role of disposition to critical thinking in digital game-based learning. Int. J. Serious Games. 6, 51–63 (2019)

    Article  Google Scholar 

  23. Frankovic, I., Hoic-Bozic, N., Prskalo, L.N.: Serious games for learning programming concepts. In: Conference Proceedings. The Future of Education, p. 354. libreriauniversitaria. it Edizioni (2018)

    Google Scholar 

  24. Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., Lahmine, S.: Learning basic programming concepts by creating games with scratch programming environment. Procedia Soc. Behav. Sci. 191, 1479–1482 (2015)

    Article  Google Scholar 

  25. Cirkovic, I.: EvoEnvi: a collaborative serious game played on an interactive table for teaching evolution using genetic algorithms (2018). https://studenttheses.uu.nl/handle/20.500.12932/30527

  26. Harteveld, C., Guimarães, R., Mayer, I., Bidarra, R.: Balancing pedagogy, game and reality components within a unique serious game for training levee inspection. In: Hui, K.-C., et al. (eds.) Edutainment 2007. LNCS, vol. 4469, pp. 128–139. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-73011-8_15

    Chapter  Google Scholar 

  27. Winn, B.M.: The design, play, and experience framework. In: Handbook of Research on Effective Electronic Gaming in Education, vol. 5497 (2011)

    Google Scholar 

  28. Unity Technologies: Unity - Game Engine. https://unity3d.com/

  29. Unity Technologies: Unity Asset Store - Discover Top-Rated Game Assets. https://assetstore.unity.com

  30. Zapsplat: Free Sound Effects. www.zapsplat.com

  31. Adobe Inc.: Adobe Photoshop. https://www.adobe.com/de/photoshop.

  32. Huang, Q.: Ecosystem Simulator. https://gamejamq.itch.io/ecosystem

  33. Schneider, F.B.: Implementing fault-tolerant services using the state machine approach: a tutorial. ACM Comput. Surv. 22, 299–319 (1990)

    Article  Google Scholar 

  34. Fullerton, T.: Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Morgan Kaufmann, Burlington (2008)

    Book  Google Scholar 

  35. Rheinberg, F., Vollmeyer, R., Burns, B.D.: QCM: a questionnaire to assess current motivation in learning situations. Diagnostica 47, 57–66 (2001)

    Article  Google Scholar 

  36. Freund, P.A., Kuhn, J.T., Holling, H.: Measuring current achievement motivation with the QCM: short form development and investigation of measurement invariance. Pers. Individ. Dif. 51, 629–634 (2011)

    Article  Google Scholar 

  37. Söbke, H., Arnold, U., Montag, M.: Intrinsic motivation in serious gaming a case study. In: Marfisi-Schottman, I., Bellotti, F., Hamon, L., Klemke, R. (eds.) GALA 2020. LNCS, vol. 12517, pp. 362–371. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-63464-3_34

    Chapter  Google Scholar 

  38. Baalsrud Hauge, J., et al.: Current competencies of game facilitators and their potential optimization in higher education: multimethod study. JMIR Serious Games 9, e25481 (2021)

    Article  Google Scholar 

  39. Isen, A.M., Reeve, J.: The influence of positive affect on intrinsic and extrinsic motivation: facilitating enjoyment of play, responsible work behavior, and self-control. Motiv. Emot. 29, 297–325 (2005)

    Article  Google Scholar 

  40. Zander, S., Montag, M., Wetzel, S., Bertel, S.: A gender issue? - How touch-based interactions with dynamic spatial objects support performance and motivation of secondary school students. Comput. Educ. 143, 103677 (2020)

    Google Scholar 

Download references

Acknowledgements

The authors gratefully acknowledge the financial support provided by the German Federal Ministry of Education and Research (BMBF) through grant FKZ 033W011B provided for the “TWIST++” project. Any opinions, findings, conclusions, or recommendations expressed in this paper are those of the authors and do not necessarily reflect the views of the institution mentioned above.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Heinrich Söbke .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Huang, Q., Söbke, H., Lahmer, T. (2022). Ecosystem Simulator. In: Söbke, H., Spangenberger, P., Müller, P., Göbel, S. (eds) Serious Games. JCSG 2022. Lecture Notes in Computer Science, vol 13476. Springer, Cham. https://doi.org/10.1007/978-3-031-15325-9_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15325-9_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15324-2

  • Online ISBN: 978-3-031-15325-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics