Evaluation of "The Seafarers": A serious game on seaborne trade in the Mediterranean sea during the Classical period

Abstract Throughout the history of the Mediterranean region, seafaring and trading played a significant role in the interaction between the cultures and people in the area. In order to engage the general public in learning about maritime cultural heritage we have designed and developed a serious game incorporating geospatially analyzed data from open GIS archaeological maritime sources, and archaeological data resulting from shipwreck excavations. We present a second prototype of the seafaring serious game, and discuss the results of an evaluation which involved a large multi-site user study with participants from three continents. More specifically, we present the evaluation of “The Seafarers” a strategy-based game which integrates knowledge from multiple disciplines in order to educate the user through playing. A first prototype was reported in Philbin-Briscoe et al. (2017) where an expert-user evaluation of the usability and the effectiveness of the game in terms of the learning objectives was performed. In this paper, we present how the outcomes of the evaluation of the first prototype “The Seafarers – 1” by expert-users were used in the redesign and development of the game mechanics for the second prototype “The Seafarers-2”. We then present our methodology for evaluating the game with respect to the game objective of engagement in learning about maritime cultural heritage, seafaring and trading in particular. Specifically, the evaluation was to test the hypothesis that game playing allows for more engaged learning thus improving longer-term knowledge retention . The evaluation was conducted in two phases and includes a pilot study, followed by a multi-site, multi-continent user-study involving a large number of participants. We analyze the results of the user evaluation and discuss the outcomes. This work is part of the EU-funded project iMareCulture and involves truly multi-continental, multi-institutional and multi-disciplinary cooperation – civil engineers and archaeologists from Cyprus, Human Computer Interaction (HCI) experts and Educationists from Bosnia and Herzegovina, Canada, and cultural sociologists and computer scientists from Canada.

[1]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[2]  N. Rummel,et al.  Learning to Collaborate: An Instructional Approach to Promoting Collaborative Problem Solving in Computer-Mediated Settings , 2005 .

[3]  John Sweller,et al.  Cognitive Load During Problem Solving: Effects on Learning , 1988, Cogn. Sci..

[4]  Dimitrios Skarlatos,et al.  A serious game for understanding ancient seafaring in the Mediterranean sea , 2017, 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games).

[5]  Justin Leidwanger,et al.  Modeling distance with time in ancient Mediterranean seafaring: a GIS application for the interpretation of maritime connectivity , 2013 .

[6]  Jannicke Baalsrud Hauge,et al.  Narrative Serious Game Mechanics (NSGM) - Insights into the Narrative-Pedagogical Mechanism , 2014, GameDays.

[7]  Glenn Wilkinson,et al.  Beyond the “Historical” Simulation: Using Theories of History to Inform Scholarly Game Design. , 2012 .

[8]  John Pearson Investigating ICT using problem-based learning in face-to-face and online learning environments , 2006, Computers & Education.

[9]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[10]  Tobias Winnerling,et al.  The Eternal Recurrence of All Bits: How Historicizing Video Game Series Transform Factual History into Affective Historicity , 2014 .

[11]  Craig A. Lindley,et al.  Story and Narrative Structures in Computer Games 1 , 2005 .

[12]  Dawn Spring,et al.  Gaming history: computer and video games as historical scholarship , 2015 .

[13]  Carlton Reeve Narrative-Based Serious Games , 2009 .

[14]  Damian Robinson,et al.  Maritime archaeology and ancient trade in the Mediterranean , 2011 .

[15]  Walter Scheidel,et al.  Orbis: The Stanford Geospatial Network Model of the Roman World , 2015 .

[16]  Gavriel Salvendy,et al.  Measuring Player Immersion in the Computer Game Narrative , 2009, Int. J. Hum. Comput. Interact..

[17]  Cheryl Ward Les Routes de la Navigation Antique. Itinéraires en Mediterranée ‐ by Pascal Arnaud , 2007 .

[18]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[19]  Fotis Liarokapis,et al.  Developing serious games for cultural heritage: a state-of-the-art review , 2010, Virtual Reality.

[20]  Brian Rejack,et al.  Toward a virtual reenactment of history: Video games and the recreation of the past , 2007 .

[21]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[22]  Shashi Shekhar,et al.  Encyclopedia of GIS , 2007, Encyclopedia of GIS.

[23]  Dominic Machado,et al.  Video Games and Classical Antiquity , 2010 .

[24]  Martin Thiering,et al.  Features of common sense geography : implicit knowledge structures in ancient geographical texts , 2014 .

[25]  R. Aylett Narrative in Virtual Environments - Towards Emergent Narrative , 1999 .

[26]  Shawn Graham,et al.  Towards a Theory of Good History Through Gaming , 2009 .

[27]  Vincent P. Wade,et al.  Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences , 2008, 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning.

[28]  D. Nicholson,et al.  Serious Storytelling: Narrative Considerations for Serious Games Researchers and Developers , 2010 .

[29]  Jon-Chao Hong,et al.  Assessing the educational values of digital games , 2009, J. Comput. Assist. Learn..

[30]  Martin Ebner,et al.  Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..

[31]  Farnoush Banaei Kashani,et al.  A case for time-dependent shortest path computation in spatial networks , 2010, GIS '10.

[32]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[33]  R. Kanthan,et al.  The impact of specially designed digital games-based learning in undergraduate pathology and medical education. , 2011, Archives of pathology & laboratory medicine.

[34]  Begoña Gros,et al.  Digital Games in Education , 2007 .

[35]  Danny Lee Davis,et al.  Commercial navigation in the Greek and Roman world , 2009 .

[36]  James Malcolm Morton,et al.  The role of the physical environment in ancient Greek seafaring , 2001 .

[37]  Sunha Kim,et al.  Computer Games for the Math Achievement of Diverse Students , 2010, J. Educ. Technol. Soc..

[38]  Michele D. Dickey Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments , 2006 .

[39]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[40]  Jonathan Lester,et al.  Morphing Smartphones into Automotive Application Platforms , 2011, Computer.

[41]  Jeremiah McCall,et al.  Gaming the Past: Using Video Games to Teach Secondary History , 2011 .

[42]  Fotis Liarokapis,et al.  Serious Games: A New Paradigm for Education? , 2011, Serious Games and Edutainment Applications.

[43]  Jesper Juul,et al.  Games Telling stories? - A brief note on games and narratives , 2001, Game Stud..

[44]  Fernanda Chiarion Sassi,et al.  Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention , 2013, BMC Medical Education.

[45]  Oded Tammuz,et al.  Mare clausum? Sailing Seasons in the Mediterranean in Early Antiquity , 2005 .