skip to main content
10.1145/3368308.3415417acmconferencesArticle/Chapter ViewAbstractPublication PagesiteConference Proceedingsconference-collections
research-article

A Novel Approach for Embedding and Traversing Problems in Serious Games

Published:07 October 2020Publication History

ABSTRACT

This paper presents a novel approach for embedding and traversing problems in serious games. Given a set of concepts, problems built upon these concepts, and the complexities of the concepts, we propose an automatic mechanism that aids the game developers on which problems can be put on the same level and which problems must only be reachable when certain dependencies are met. The proposed network traversal algorithm allows the player/student to efficiently complete all the problems with increasing complexity at each step. The proposed approach is general purpose and has has been implemented in our quantum cryptography game, QuaSim.

References

  1. D. Abeyrathna, S. Vadla, V. Bommanapally, M. Subramaniam, P. Chundi, and A. Parakh. 2019. Analyzing and Predicting Player Performance in a Quantum Cryptography Serious Game. In Games and Learning Alliance. Springer International Publishing, 267--276.Google ScholarGoogle Scholar
  2. A. Anupam, R. Gupta, A. Naeemi, and N. JafariNaimi. 2018. Particle in a Box: An Experiential Environment for Learning Introductory Quantum Mechanics. IEEE Transactions on Education 61, 1 (Feb 2018), 29--37. https://doi.org/10.1109/TE. 2017.2727442Google ScholarGoogle ScholarCross RefCross Ref
  3. Vidya Bommanapally, Mahadevan Subramaniam, Parvathi Chundi, and Abhishek Parakh. 2018. Navigation hints in serious games. iLRN 2018 Montana (2018), 115.Google ScholarGoogle Scholar
  4. Vidya Bommanapally, Mahadevan Subramaniam, Abhishek Parakh, Parvathi Chundi, and V. M. Puppala. 2020. Learning Objects Based Adaptive Textbooks with Dynamic Traversal for Quantum Cryptography. In Second Workshop on Intelligent Textbooks, In conjunction with 21st International Conference on Artificial Intelligence in Education.Google ScholarGoogle Scholar
  5. K. Boopathi, S. Sreejith, and A. Bithin. 2015. Learning Cyber Security Through Gamification. Indian Journal of Science and Technology 8, 7 (2015).Google ScholarGoogle ScholarCross RefCross Ref
  6. Benjamin D. Cone, Michael F. Thompson, Cynthia E. Irvine, and Thuy D. Nguyen. 2006. Cyber Security Training and Awareness Through Game Play. In Security and Privacy in Dynamic Environments, Simone Fischer-Hübner, Kai Rannenberg, Louise Yngström, and Stefan Lindskog (Eds.). Springer US, Boston, MA, 431--436.Google ScholarGoogle Scholar
  7. Darina Dicheva, Christo Dichev, Gennady Agre, and Galia Angelova. 2015. Gamification in Education: A Systematic Mapping Study. Journal of Educational Technology & Society 18, 3 (2015), 75--88. http://www.jstor.org/stable/jeductechsoci. 18.3.75Google ScholarGoogle Scholar
  8. Andrea Gauthier, Michael Corrin, and Jodie Jenkinson. 2015. Exploring the Influence of Game Design on Learning and Voluntary Use in an Online Vascular Anatomy Study Aid. Comput. Educ. 87, C (Sept. 2015), 24--34.Google ScholarGoogle Scholar
  9. Matthew Gaydos. 2015. Seriously Considering Design in Educational Games. Educational Researcher 44, 9 (2015), 478--483. https://doi.org/10.3102/ 0013189X15621307 arXiv:https://doi.org/10.3102/0013189X15621307Google ScholarGoogle ScholarCross RefCross Ref
  10. Google and Caltech. [n.d.]. QCraft: Quantum Games. http://iqim.caltech.edu/ outreach/quantum-gamesGoogle ScholarGoogle Scholar
  11. Juho Hamari, David J. Shernoff, Elizabeth Rowe, Brianno Coller, Jodi AsbellClarke, and Teon Edwards. 2016. Challenging Games Help Students Learn. Comput. Hum. Behav. 54, C (Jan. 2016), 170--179. https://doi.org/10.1016/j.chb. 2015.07.045Google ScholarGoogle Scholar
  12. Ross D. Hoehn, Nick Mack, and Sabre Kais. 2014. Using Quantum Games To Teach Quantum Mechanics, Part 2. Journal of Chemical Education 91, 3 (2014), 423--427. https://doi.org/10.1021/ed400432y arXiv:https://doi.org/10.1021/ed400432yGoogle ScholarGoogle ScholarCross RefCross Ref
  13. Aubrey Labuschagne, Namosha Veerasamy, and Ivan Burke. 2011. Design of cyber security awareness game utilizing a social media framework. 2011 Information Security for South Africa (2011), 1--9.Google ScholarGoogle Scholar
  14. Yanjin Long and Vincent Aleven. 2017. Educational Game and Intelligent Tutoring System: A Classroom Study and Comparative Design Analysis. ACM Trans. Comput.-Hum. Interact. 24, 3, Article 20 (April 2017), 27 pages. https://doi.org/ 10.1145/3057889Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Piotr Migdaŀ, Patryk Hes, and Michaŀ Krupiński. [n.d.]. Quantum Game with Photons. http://quantumgame.io/Google ScholarGoogle Scholar
  16. Stephen Ornes. 2018. Science and Culture: Quantum games aim to demystify heady science. Proceedings of the National Academy of Sciences 115, 8 (2018), 1667--1669. https://doi.org/10.1073/pnas.1800744115 arXiv:https://www.pnas.org/content/115/8/1667.full.pdfGoogle ScholarGoogle ScholarCross RefCross Ref
  17. Elliott Ostler, Abhishek Parakh, and Mahadevan Subramaniam. 2018. QuaSim: The development of a virtual simulator for teaching topics in quantum cryptography. In Proceedings of Society for Information Technology Teacher Education International Conference 2018, Elizabeth Langran and Jered Borup (Eds.). Association for the Advancement of Computing in Education (AACE), Washington, D.C., United States, 478--485. https://www.learntechlib.org/p/182568Google ScholarGoogle Scholar
  18. Abhishek Parakh. 2018. Providing variable levels of security in quantum cryptography. In Quantum Communications and Quantum Imaging XVI, Ronald E. Meyers, Yanhua Shih, and Keith S. Deacon (Eds.), Vol. 10771. International Society for Optics and Photonics, SPIE, 101 -- 108. https://doi.org/10.1117/12.2323204Google ScholarGoogle Scholar
  19. Abhishek Parakh. 2018. Using fewer qubits to correct errors in the three-stage QKD protocol. In Quantum Information Science and Technology IV, Mark T. Gruneisen, Miloslav Dusek, and John G. Rarity (Eds.), Vol. 10803. International Society for Optics and Photonics, SPIE, 38--46. https://doi.org/10.1117/12.2325891Google ScholarGoogle Scholar
  20. A. Parakh, P. Chundi, and M. Subramaniam. 2019. An Approach Towards Designing Problem Networks in Serious Games. In 2019 IEEE Conference on Games (CoG). 1--8.Google ScholarGoogle Scholar
  21. Abhishek Parakh and Mahadevan Subramaniam. 2018. Bootstrapped QKD: improving key rate and multi-photon resistance. In Quantum Information Science and Technology IV, Mark T. Gruneisen, Miloslav Dusek, and John G. Rarity (Eds.), Vol. 10803. International Society for Optics and Photonics, SPIE, 22--27. https://doi.org/10.1117/12.2500438Google ScholarGoogle Scholar
  22. A. Parakh, M. Subramaniam, and E. Ostler. 2017. QuaSim: A virtual quantum cryptography educator. In 2017 IEEE International Conference on Electro Information Technology (EIT). 600--605. https://doi.org/10.1109/EIT.2017.8053434Google ScholarGoogle ScholarCross RefCross Ref
  23. Katherine Smith, John Shull, Yuzhong Shen, Anthony Dean, and Jennifer Michaeli. 2017. Overcoming Challenges in Educational Stem Game Design and Development. In Proceedings of the 2017 Winter Simulation Conference (WSC '17). IEEE Press, Piscataway, NJ, USA, Article 60, 11 pages. http://dl.acm.org/citation.cfm? id=3242181.3242246Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. H. Sung, P. Wu, G. Hwang, and D. Lin. 2017. A Learning Analytics Approach to Investigating the Impacts of Educational Gaming Behavioral Patterns on Students? Learning Achievements. In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). 564--568. https://doi.org/10.1109/IIAIAAI.2017.224Google ScholarGoogle ScholarCross RefCross Ref
  25. Charles Tahan. [n.d.]. Meqanic: The amazing quantum computer puzzle game. http://www.meqanic.com/app/Google ScholarGoogle Scholar
  26. S. Vadla, A. Parakh, P. Chundi, and M. Subramaniam. 2018. QUASIM: A Multidimensional Quantum Cryptography Game for Cybersecurity. In 22nd Colloquium for Information Systems Security Education (CISSE)Google ScholarGoogle Scholar

Index Terms

  1. A Novel Approach for Embedding and Traversing Problems in Serious Games

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Conferences
            SIGITE '20: Proceedings of the 21st Annual Conference on Information Technology Education
            October 2020
            446 pages
            ISBN:9781450370455
            DOI:10.1145/3368308

            Copyright © 2020 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 7 October 2020

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            Overall Acceptance Rate176of429submissions,41%

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader