Maria Fasli and Michael Michalakopoulos
University of Essex, Department of Computer Science, Wivenhoe Park, Colchester CO4 3SQ, UK
{mfasli;mmichag}@essex.ac.uk
During the last few decades the very nature of teaching in modern universities has changed. Whereas higher education was once thought of as primarily the process of transmitting knowledge through formal presentations, a growing body of research has made it clear that student motivation and engagement play fundamental roles in learning. Setting challenges, goals and problems which are engaging is a key factor in the learning process. As a result, the idea of incorporating gaming elements into learning has received increasing attention recently, as games are known to engage the user through providing a challenge and immersing them into an environment.
This paper discusses an approach to active learning that uses gaming elements. The structure of the paper is as follows. First game-based learning is discussed. The following section describes the background and motivation for this work. The presentation of a simulation game that has been developed and used in teaching follows. Next the experiences from using this exercise as well as the observed benefits of such an approach are presented. The subsequent section discusses another game which has been developed for artificial intelligence courses and allows students to develop and experiment with search techniques. The paper ends with the conclusions.
Research
has shown that students learn better and retain more when they actively engage
in the learning process. Active learning strategies involve engaging the
students in higher-order thinking tasks such as analysis, synthesis and
evaluation. A prerequisite for engagement is motivation; motivated students
learn better and hence progress faster.
Pedagogists and researchers have recently shown an increased interest in incorporating gaming principles into teaching and learning (Kirriemir and McFarlane, 2004; Prensky, 2001). Games have been the subject of research in a number of disciplines, including education, computer science, media and cultural studies and psychology.
Although there is no standard classification of games, Herz (1997) presents the following major categories:
action games
adventure games
fighting games
puzzle
games
role-playing
games
simulations
sports games
strategy games
Some games may fall into more than one categories and this taxonomy does not take into account the number of players that are involved in a game.
Prensky
(2001) identifies the following characteristic elements as being fundamental in
games:
Goals
and objectives. Almost every game has a goal and it gets to an end.
Competition.
Games provide challenges to the user; she encounters difficulties and has
to overcome obstacles, solve riddles or even face adversaries either
operated by the game engine itself or perhaps other players.
Outcomes
and feedback. To keep the user's attention throughout a game she is
rewarded or punished for her actions using most of the times some sort of
points system. The utility or score achieved at a certain point in time in
the game reflects the user's progress and her/his skills.
Interaction.
Games are highly interactive and in some games the content may even be
generated dynamically (Fairclough and Cunningham, 2003).
Story.
Games provide a concrete story line, an engaging scenario, and complex games
usually involve multiple levels all of which need to be passed in order to
win the game.
Rules. Games have specific rules which are known to the players in advance.
As
motivation and engagement in the learning process are key factors, there is a
huge potential in integrating gaming elements into an educational context. Games
have a number of characteristics that make them attractive from a pedagogic and
instructional point of view. First of all, they immerse users into a world, they
are interactive, engaging and fun. They encourage active learning and motivate
participation and even persistence. Additionally, they provide instant feedback
on the user's actions. In some knowledge domains, games may be the only possible
means of simulating and practicing real world problems. A successful integration
of gaming principles and techniques in a learning environment would make
learning itself more fun providing a challenge for the students and motivating
them to learn, help them learn more effectively and improve their overall
experience.
Learning by doing is a powerful learning tool. Even tedious and difficult tasks can be engaging and fun when they are part of a good story (Klaila, 2001). Thus, borrowing concepts and principles from games, students can be presented with highly interactive and engaging game-like exercises that provide challenges and help them apply knowledge learnt. Providing immediate and relevant feedback while playing the game and positive reinforcement are additional elements to effective learning that can be borrowed from gaming.
What can be taught through
games? Facts, principles, cause and effect, and complex problem solving among
other things.
There have already been attempts to incorporate gaming elements in learning environments. For instance there have been a number of works in using games to teach specific concepts to children. Some of these commercial systems have been recognized to further skills and abilities such as deductive reasoning, memorisation or cooperation. The commercial game Where is Carmen Sandiego? (McFarlane et.al., 2002) is for children nine years old and over and helps them develop their knowledge of U.S. geography, their vocabulary and deductive-reasoning skills, as well as practice map reading. Monkey Wrench Conspiracy (Prensky, 2001) is a videogame tutorial, which teaches how to use a complex CAD program. Each level corresponds to an exercise in that program, while the exercises are enveloped in a script. ToonTalk (Kahn, 1999) is a system developed with children in mind in order to teach programming concepts, though not how to write source code. Spion (Molla et.al, 1988), which uses Artificial Intelligence techniques, has been used for years to teach the German language using a textual adventure game about spies in the years prior to Germany’s unification. More recently, Gomez-Martin et.al (2004) have developed a system called JV2M borrowing ideas from games to teach programmers with Java knowledge the internal workings of the Java Virtual Machine. Their approach uses Case Based Teaching (CBT) and pedagogical agents. JV2M provides a background story and a virtual environment in which the student can manipulate objects and interact with agents and other characters and has to solve exercises which incorporate concepts at different levels.
In Computer Science teaching intelligent agents and multi-agent systems involves covering a wide range of topics including architectures, coordination and cooperation as well as negotiation among agents. Using practical examples and providing realistic scenarios where this technology could be applied is highly desirable. For instance, teaching how intelligent software agents can be used for negotiations in electronic commerce involves drawing from computer science, artificial intelligence, economics and game theory, negotiation protocols, market mechanisms and strategies. In this context, semi-autonomous software agents are continuously running entities that negotiate for goods and services on behalf of their users, reflecting their preferences and negotiation strategies. Ideally, we would like students to have the chance to have a hands-on experience in an electronic marketplace. However, experimenting in real markets is not possible. The use of market simulations offers the only realistic alternative if one wants to provide the students with the opportunity to practice.
The intrinsic value of simulations in education has long been recognised as they offer a safe, inexpensive and effective way of training. In certain sectors such as medicine and business, simulations have been extensively used for training purposes. In the military for instance, simulations have been used to teach pilots to fly as well as for combat scenario training (Stottler, 2000). The pedagogic benefits of using simulation are highlighted by Laurel (1991):
“Educational simulations (as opposed to tutorials and
drill-and-practice forms) excel in that they represent experience as opposed to
information. Learning through direct experience has
in many contexts, been demonstrated to be more effective and enjoyable than
learning through ‘information communicated facts’. Direct, multi-sensory
representations have the capacity to engage people intellectually as well as
emotionally, to enhance the contextual aspects of information, and to encourage
integrated, holistic responses.”
But as Prensky (2001) points out a simulation is not necessarily a game. In order for a simulation to be characterised as a game, it needs to include additional elements such as rules, goals, competition, interaction and feedback, and fun. It is these characteristics that differentiate simple simulations from simulation games.
Although simulation games are quite common, multiple player simulation games are scarce. Playing against a software system or a character controlled by the game is challenging, but playing against other users offers additional benefits. Students can learn from each other without the direct intervention or input from the instructor and in addition develop their communication skills.
Our aim was to provide an environment where students could
practice principles taught, experiment, but also learn from each other by
participating in realistic multiple-player simulation games. The underlying idea
was to integrate concepts and techniques from gaming in a framework that would
also support active learning, with the aim being to harness the motivational
power of games and the pedagogic benefits of learning through doing.
The Computer Market Game
(CMG) as described in (Fasli
and Michalakopoulos, 2004)
has been used for assessment purposes in a graduate course on agent technology
for e-commerce since 2004. The game simulates a small marketplace in which agents need to satisfy clients by assembling personal computers (PCs) according to their preferences.
The goods are traded in electronic auctions.
In the Spring term of
2005, apart from using
the original game with some modifications as part of coursework, we decided to
implement a version of the game suitable for human agents and ask the students
to experiment with it. The aim of this exercise was to enable the students to
experience first hand the sort of problems that human traders face in complex
marketplaces and in particular the problems that their software agents face when
they compete.
The Long Play CMG game
lasts 22 minutes and requires six human players to participate. Each player is a
supplier agent whose task is to assemble PCs for its five clients. There are
three types of parts that make up a properly working PC: a motherboard, a case
and a monitor. There are three types of motherboards MB1, MB2 and MB3 with
different CPUs. Cases come in two different types, one with a DVD player (C1)
and the second with a DVD/RW (C2) combo drive. There is only one type of
monitor.
|
Player |
Client |
MB2 |
MB3 |
C2
|
|
A |
1 |
120 |
160 |
245 |
|
A |
2 |
115 |
180 |
290 |
|
A |
3 |
140 |
200 |
220 |
|
A |
4 |
145 |
190 |
285 |
|
A |
5 |
135 |
175 |
250 |
Figure 1. Example of client preferences for a player.
The components are available in limited quantities and are traded in different auctions. Figure 2 summarizes the quantities and respective auctions.
|
Component Type |
Quantity |
Auction |
|
MB1
|
17 |
Mth
Price |
| MB2 | 8 | Mth Price |
|
|
5 |
Mth
Price |
| C2 | 10 | Mth Price |
| C1 | 20 | Mth Price |
|
M |
30 |
Continuous
single seller |
Figure 2. Component availability and auction types.
To give the players some time to study the client bonuses, the first auction starts 3 minutes into the game. Figure 3 illustrates how the auctions for the various items are scheduled during the game. The thick part at the end of some of the lines, indicates that the auction closes sometime within that minute, but the exact time is not revealed beforehand.

Figure 3. Auction schedule in the Long Play CMG.
A player's success depends
on the satisfaction of her clients. For each client that has been allocated
a completed PC the agent gets 1000 monetary units plus any bonuses for upgrading
to better components. If no completed PC is allocated to a client, its utility
is 0. A client's i utility CUi is:
CUi= 1000 + Motherboard
Bonus + Case Bonus
For every extra item that
the player buys which exceeds the quantity needed to satisfy her clients she has to pay a penalty which is perceived as a storage cost and is determined
at the beginning of the game as a random amount between 150 and 300 units. This
has been added as a disincentive to buy additional items surplus to
requirements. An agent's utility function (AU) is the sum of all the client
utilities minus the expenses and any penalties:
AU=sum(CUi) - Expenses -
Penalties
The students can compete in this game by submitting bids for the different goods through a web page, Figure 4.
Figure 4. Participation web page for the Long Play CMG.
They can observe what happens in the game and what the other participants do through an applet, Figure 5, although they cannot know the others' strategies.
Figure 5. The applet for the Long Play CMG.
We used
the game described above to run a series of experiments during a two-hour
laboratory session. The group included 16 students who were divided into six
groups of 2-3 persons and were assigned team names in order to control the
conduct of the game. Prior to running this exercise, the students had had
experience in using the e-Game platform to schedule and participate in different
types of simple auctions. They were also familiar with the general setting as
the original CMG is used in coursework for which the students had started
working on at the time that we ran the exercise. Our aim in running this
exercise was to introduce the students to the uncertainties and problems in
complex markets and give them an insight into what the software agents that they
build have to face. Also we wanted them to get a taste of the problems of
competing in auctions with multiple, substitutable and interrelated goods.
Each game was followed by a debriefing session led by ourselves during which the students had to discuss the game and what had happened and their observations. They had to comment on their own approach, how this had affected the marketplace and the other participants, and in turn how they had been affected by the other participants' actions and strategies.
The
results have shown that this form of interactive exercise has significant
pedagogic benefits for the students. The learning process is interactive. As
such it provides the students with a deeper experience, motivates them and helps
them retain knowledge. As this is a simulation game with a realistic scenario
they can put into practice principles taught. Since the outcome of a game does
not only depend on one's (or a team's) approach, but also on the other
participants', this makes the game even more challenging. The extended length of
the game and the three minutes leeway allowed for considering the clients'
preferences in the beginning provide an opportunity to lay down a basic
strategy.
Most importantly, students have the opportunity to interact with other students through this game. Unlike traditional simulations, the Long Play CMG game allows the participation of six players while viewing is unrestricted. When one plays against other real players with similar objectives, the competitive element is more powerful which in turn makes the game more engaging, interesting and fun. Not only students can observe their own results, but also those of other students (although they cannot know their exact strategy). After each game they discussed different approaches, what worked, what didn’t while trying to understand why. This helped them understand relations such as cause and effect by analysing the consequences of different strategies. They seemed to enjoy the process and did not regard this as an "exercise" in a traditional lab setting, but as a game that they had to play to the best of their abilities.
At the end of the
exercise students were asked to provide feedback on their experience. Among the
comments received were:
- I
must say the game we played in the lab was very interesting and I really enjoyed
it and in the process was also able to understand the concept of virtual market
place.
- It
was a good experience. I think with regard to the assignment, it was useful in
the sense that it opened my mind to the problems that could occur when a
preferred item's price goes through the roof in the last stages and the less
preferred item is already sold out so that you can't even switch. As far as
auctions are concerned I realized how tormenting it must be not being able to
remove bids and ending up winning something that you would have been better off
losing!
- I
liked the exercise in the lab today, but, to be honest, I prefer to see my agent
doing this job!
- Now I understand why bidding high in the Mth price auction right from the start is not a good strategy, this makes other people submit even higher bids and the prices go up very fast.
The students also suggested improvements to the interface of the exercise in order to make bidding in different auctions easier. These have already been taken into consideration in improving the interface of the exercise which we plan to run again this year.Using the facilities of e-Game one can design and develop exercises that do not concentrate on negotiation protocols themselves, but these are used as the means to provide a competitive environment in which another aspect of artificial intelligence is the focus. One of the central aspects of a course in artificial intelligence is search. To extend e-Game’s applicability and use to other courses, we decided to develop an exercise that would focus on search rather than auctions.
The idea of having computer or server “farms”, that is, a large number of powerful computers or clusters of servers capable of executing computationally demanding jobs, is not new. Grids are clusters of interconnected computers that can collectively tackle large computational problems or provide quicker access to very large bodies of data. It is highly likely that services based on computer farms will be provided in the near future by big companies like IBM and Hewlett-Packard. Individuals and organizations would then be able to get slots of computation time to execute their jobs.
This is the scenario explored in the Server Farm Game (SFG). Each of the six participants in the game is a middle agent acting on behalf of 5 clients and each of these clients has a job or task that requires intensive computation. A job has a duration expressed as whole hours, and the client may like to have the results back by a certain time in the day.
The service provider owns a server farm and offers computation slots, where slots are essentially hours of computation for a particular day. For simplicity, we assume that the jobs can be scheduled from 8:00 until 16:00. Each hourly slot can accommodate a number of jobs in parallel as there are a large number of machines. The number of jobs that can run in parallel during a slot is the same for all slots and is set to 20.
When the game starts each agent receives its clients’ preferences as shown in Figure 6. Each agent has one client with a big job (4-5 hours), two with a medium job (2-3 hours) and 2 with smaller jobs (1-2) hours. Every job needs to be scheduled over consecutive hour slots. This means that the job of client 1 which has a duration of 5 hours needs to be scheduled over consecutive hour slots, i.e. if the job starts at 10:00 then it needs to be allocated 5 consecutive hours and finish by 15:00.
|
Client |
Job duration (hours) |
Deadline |
|
1 |
5 |
16:00 |
|
2 |
2 |
15:00 |
|
3 |
1 |
12:00 |
|
4 |
3 |
14:00 |
|
5 |
2 |
11:00 |
Figure 6. Client preferences in the SFG game.
The service provider acts as an auctioneer running 8 auctions in parallel one for each slot and offers hours in each slot at a price which is determined by a random walk in the interval [40-180]. Price quotes are issued every 30 seconds. The price can go up as well as down. An auction closes when there are no more hours available for a particular slot.
The agent’s objective is to construct packages of hours so that the client requests can be satisfied. In the beginning of the game the agent needs to decide the hours that it needs to buy that will allow it to schedule all its clients’ jobs with the minimum penalty. To this end, it has to take into account the deadline by which the client has requested the results. Although this is not a hard deadline, nevertheless the agent is better off by adhering to it, as it will obtain the full utility. As conditions in the game change, i.e. slots are sold out, the agent has to consider alternative packages for its clients. The utility for a client i whose job can be satisfied is:
CUi=1000 – (100*(ActualEndTime
– Deadline))
For every hour that the computation results are delayed the agent looses 100 monetary units, while if the client cannot be satisfied its utility is 0. The agent’s utility is the sum of all the client utilities:
AU=sum (CUi) – Expenses
– Penalties
For every extra slot purchased surplus to requirements the agent has to pay a cost which is considered to be a negative interest rate. At the end of the game an agent needs to decide which clients can be satisfied and report back the results of the allocation to the service provider (e-Game) which calculates the scores. This can be seen as sending the schedule of the jobs to be performed.
The objective of this game is to allow students to experiment with different search algorithms in attempting to schedule their clients’ jobs as conditions change. The focus of this game is not to understand how auctions work, in fact all auctions used operate in the same way and the code for bidding in the auctions is provided. The students need to be able to construct feasible packages for their clients and in this process they need to use search techniques that they have learnt.Games have a number of
characteristics that makes them particularly attractive from an instructional
and pedagogic point of view. They are engaging, challenging and fun and seem to
provide a key factor of the learning process: motivation. They also provide
instant feedback, which makes them appealing to students as they can observe the
consequences of their actions immediately. The idea behind the approach
presented here was to introduce principles and techniques from games and in
particular simulation games in a learning environment in order to motivate
students, enhance their experience and allow them to put into practice
principles taught. The feedback from running the exercise with real players has
shown that this is indeed a beneficial experience for the students.
The authors would like to thank the HEA-ICS for their support through a Development Fund for the design and implementation of the Server Farm Game.
1e-Game and the games described here as well as others are accessible at http://csres43:8080/egame/index.jsp. Colleagues that are interested in using e-Game as part of their courses can contact Maria Fasli at mfasli@essex.ac.uk.
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Stottler R. H., (2000), Tactical action officer intelligent tutoring system (TAO ITS). In Proceedings of the Industry/Interservice, Training, Simulation & Education Conference (I/ITSEC).Michael Michalakopoulos (mmichag@essex.ac.uk) is a Ph.D. student at the Department of Computer Science of the University of Essex. His research interests include trust issues in electronic markets and software agents. He is currently a Research Assistant at the University of Essex working on an e-learning project with Maria Fasli.