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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Challenges in Geogame Design for Biodiversity Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Olga Yanenko</string-name>
          <email>olga.yanenko@uni-bamberg.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klaus Stein</string-name>
          <email>klaus.stein@uni-bamberg.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Clemens Klug</string-name>
          <email>clemens.klug@uni-bamberg.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Bamberg Chair of Computing in the Cultural Sciences 96047 Bamberg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>12</lpage>
      <abstract>
        <p>Using Geogames in educational scenarios is an entertaining way to foster experiential outdoor learning. Especially in environmental sciences they provide new potentials by connecting the learners with the local surroundings. This paper discusses technological challenges relevant to Geogame design for environmental education. A Geogame app with the purpose to enhance the player's sensibility to biodiversity issues is presented that can be played without server connection since network connectivity often lacks in rural regions. To provide the possibility for creating customized game variants for diverse locations, a Geogame editor is introduced that assists the game stager in relocating existing games and adjusting the game narrative to a given situation.</p>
      </abstract>
      <kwd-group>
        <kwd>Geogames</kwd>
        <kwd>Location-based Games</kwd>
        <kwd>Educational Games</kwd>
        <kwd>Biodiversity</kwd>
        <kwd>Geogame Editor</kwd>
        <kwd>Offline Gaming</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The usage of mobile technologies facilitates contextual and
location-based learning in general [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and is especially of
interest in environmental education [
        <xref ref-type="bibr" rid="ref10 ref3 ref7">3, 7, 10</xref>
        ]. Thus, serious
location-based games are replacing the classical field trip by
providing novel potentials to explore the surrounding
environment on the one hand and increasing enjoyment on the
other [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In addition, they adapt to new learning habits of the
Digital Natives that nowadays are organizing almost
everything with their mobile devices [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        This work is part of the BioDiv2Go1 project that started in
December 2013 as a cooperation of the Department of Biology
and Biological Education at the University of Education in
Ludwigsburg, the Chair of Computing in the Cultural Sciences
at the University of Bamberg and the German Youth Hostel
Association (DJH). The goal of the project is to create
entertaining experiences for school children discovering
biodiversity by playing mobile games in the natural
environment [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. While the pedagogues from Ludwigsburg are mainly
focused on designing appropriate Geogames for different
scenarios based on a theoretical framework for biodiversity
education, the technological part of the Geogame development
is done by the computer scientists at the University of Bamberg.
The DJH’s role in this project is the dissemination of the
Geogames to the target group.
      </p>
      <p>In this short paper we first discuss different types of
Geogames in environmental education. We identify
technological design challenges based on different application
1 www.biodiv2go.de
scenarios and provide solutions for (1) being able to play
without server connection and (2) creating site-specific games
based on the local environment. We present a game app that
was developed within the BioDiv2Go project to demonstrate
the applicability of the proposed methods.</p>
      <p>The remainder of this paper is organized as follows: Section
2 gives an overview about related work in the field of
Geogames for environmental education. Section 3 identifies
design challenges and describes Finde Vielfalt Simulation – a
game app for biodiversity education – as well as a Geogame
editor used for creating customized games and analyzing game
results. Section 4 concludes this paper with a discussion and
outlook.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Geogames in Environmental Education</title>
      <p>
        Location-based mobile learning (LBML) in combination with
gamification techniques offer new possibilities that go beyond
classical field trips. Especially for environmental education
game-based mobile learning can enhance sustainable learning
experiences on-site [
        <xref ref-type="bibr" rid="ref10 ref5">5, 10</xref>
        ].
      </p>
      <p>
        Benford et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] present an experimental location-based
game called Savannah which aims to encourage the players in
understanding the behavior of lions trough personal experience.
Different frame conditions (hazards, hunters and other lions)
have to be taken into account in order to make decisions about
territory, shelter, food, water and reproduction. The game is
staged on an empty school playing field by five students at a
time each having the role of a lion. The authors report on a
positive effect in enjoying the experience and learning about
lion behavior.
      </p>
      <p>
        Squire and Klopfer [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] are facing the question how handheld
technologies and game play can be used to enrich enquiry and
provide a new pedagogical paradigm for environmental science
education. They present a game named Environmental
Detectives – an augmented reality simulation of a carcinogenic
toxin (TCE) flowing through an urban watershed. The game
provides virtual (information about toxicology, hydrology and
similar cases) and real-word (data about the location and
severity of the TCE spill) components to students whose goal
it is to locate the cause of a TCE spill. They argue that
augmented reality simulations can create a compelling context
for environmental investigations.
      </p>
      <p>
        Huzienga et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] present a game for secondary education
pupils to engage them in historical knowledge about medieval
Amsterdam. In a quasi-experiment, they could show that pupils
playing the game gained significantly more knowledge than the
control group that received regular project-based instructions.
      </p>
      <p>
        Feulner [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is researching the impact of Geogames on the
student’s learning experience by experimenting with different
Geogames like Neocartographer [
        <xref ref-type="bibr" rid="ref5 ref9">5, 9</xref>
        ]. Both are multi-player
games containing game points (caches) that must be captured
by solving some place-related tasks. Besides, the
Neocartographer game is said to foster spatial sense and cognitive
mapping skills by assigning the Voronoi cell associated with a
cache instead of the point itself to the capturing player [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Geogame Design for Biodiversity Education</title>
      <p>Previous section discussed different approaches to
locationbased games in the context of environmental education.
Different learning environments and goals require varying
prerequisites for the technological development of a Geogame.
We categorize the games depending on the following two
dimensions to provide a basis for decisions in the design
process:
1. Single-player vs. multi-player Geogames
2. Geogames with vs. without spatial and/or temporal
restrictions
Multi-player games need a constant network connection since
every change in the game state needs to be communicated to
the opponents. While the general network coverage in Germany
is almost nation-wide, rural regions often lack sufficient
connectivity.
Source: http://www.computerbild.de/specials/netzabdeckungskarte/
Figure 2 demonstrates the results of a connectivity test
performed by a researcher on May 27th, 2014 within a region of
interest near another youth hostel situated in Bad Urach in
Southern Germany. Although the testing person was not
moving in space, the signal strength was unsteady with signal
losses up to 9 minutes.</p>
      <p>These circumstances imply that the general gameplay of an
environmental Geogame should not rely on a constant
clientserver connection, i.e. on direct interaction between players.</p>
      <p>However, this restriction does only apply for Geogames that
are spatially limited to a specific location which does not
provide sufficient connectivity. In our categorization, we
differentiate between types of games based on their spatial and
temporal restrictions. Games without any spatio-temporal
limits can be played everywhere at any given time while
spatiotemporally limited games are scheduled on a specific date and
location. Geogames played in class are usually staged and
spatio-temporally limited since all players take part in the same
Geogame event. Games developed in the BioDiv2Go project
usually don’t have temporal limits but are bound to a specific
location and include customized game content about the
surrounding region.</p>
      <p>
        That brings us to another challenge in the development of
Geogames, namely the relocation of game contents [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In
environmental education, Geogames are often intended to
provide a learning experience about a specific location. Thus,
the game cannot easily be transferred to another place and
methods need to be provided that can automatically relocate a
game field to another location or at least support the stager of a
game in relocating a game field manually.
The Finde Vielfalt Simulation (FVS) game is one of the
Geogames developed within the BioDiv2Go project. Its target
group are adolescent visitors of German youth hostels. Each of
the participating youth hostels provides different variants of the
game, tailored to the ecological focus of the local
surrounddings. Thus, it belongs to the class of spatially limited
singleplayer games that are bound to a specific location. The goal of
the game is to discover the natural environment and to learn
about the impacts produced by interventions in the same [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>A game editor (see section 3.2) can be used to adjust the
narrative story line to a given situation. The exemplary game
variant described in this section was built for the youth hostel
Bad Urach which is situated in a beautiful mixed orchard
environment. It lets the player slip into the role of Adam who
must keep on the traditions of his ancestors’ heritage. His goal
is to balance biodiversity and economic success by collecting
diversity points (VT) on the one hand and coins (G) on the
other. Figure 3 shows the result of a game which can have four
different outcomes summarized in table 1.
The game is usually played in groups with one device such that
the players have the possibility to discuss their decisions. After
a start sequence the game continues with several game
sequences which are triggered when entering a cache. Each
sequence consists of several screens. The following screen
types are part of the game:
• Information and story screens introduce the game
narrative to the players and provide them with
background information using text, images, audio and
video.
• Task screens provide different questions and other tasks
to be executed by the players. The tasks demand the
players to explore the surroundings or rely on
information given in previous screens. Here players can
earn coins.
• Simulation screens require the players to make decisions
which change the environment. The result of the
decisions is presented to the players and affects the
players’ coins and diversity points.</p>
      <p>Thus, the simulation is the exciting part when trying to achieve
the goal. There is only one overall simulation in a game which
means that each simulation round starts with the result of the
preceding one. Thus, the player has several attempts that allow
him to gather insights about the dependencies and impacts of
his actions and finally to maximize his outcome. He is also
allowed to execute an arbitrary number of test rounds to learn
about the outcome of the simulation.
Due to insufficient cell coverage Geogames in environmental
education have to rely on the following offline capabilities:
1. In-game elements on a location-specific game field as
well as the map itself need to be available throughout the
game.
2. Data collected while playing the game needs to be stored
as it can be relevant as a data source itself and for
postgame analysis.</p>
      <p>Developing a location-based game without network connection
implies that only GPS is available and server communication is
not possible. For being able to display the player’s position as
well as the positions of caches on the game field and to provide
additional information associated with location-based in-game
elements, all parts of the game – including the play engine,
game elements and the map – must be available in the client on
the mobile device. The FVS Android app has a client side map
module which locates the GPS position of the user on a local
map based on bitmap map tiles downloaded from
OpenStreetMap2 in three different zoom levels and compiled
into the app together with all other in-game elements. The
usage of bitmap instead of vector maps reduces hardware
requirements and improves battery life.
Technically speaking, FVS is not a single game but a game
model kit which allows for the creation of customized games
for desired locations by providing the possibility of including
different types of biodiversity-related simulations, adjusting
the story line, inserting different tasks, questions and media and
finally relocating the game by manually defining the locations
of caches.</p>
      <p>Since most of the game stagers (youth hostel staff, teachers)
have no programming skills, there was a need for a simple user
interface that assists the stager in the game creation process and
automatically compiles a customized game file. For this reason,
a web-based Finde Vielfalt Geogame Editor (FVGE) was
developed while the FVS Android app only contains some
basic game mechanics as well as the possibility to load different
games produced with the editor.</p>
      <p>After creating an account and logging on to the system, there
are two possibilities to create a new game instance: Either an
empty game field is loaded or an already existing game is
copied. The first option is suitable for creating completely new
game instances with new locations and game content. The
second option is for reusing relevant game objects such as
locations and game elements. Thus, it is possible to relocate an
existing story to a new environment by simply repositioning the
already existing game elements on the map.</p>
      <p>Basically, the FVGE consists of two main parts – the location
and the sequence editor. Figure 6 shows a screenshot of the
FVGE location editor with the possibility to place, delete and
name game caches on a map (A) as well as to assign sequences
of actions to the game caches (B).
The story of the game is created by manipulating the sequences
that are associated with every cache on the game field. Every
sequence as well as the corresponding screens and media files
can either be defined from scratch or copied from other already
existing games.</p>
      <p>After finishing the game creation process, the customized
game is compiled and a configuration containing the game as
well as all media and map elements is automatically generated.
This configuration can afterwards be loaded into the generic
FVS Android app.</p>
      <p>The editor also provides for some post-game analysis by
storing data collected during the game play on the server as
soon a network connection is available. The data is integrated
in the FVGE user interface and offers some simple evaluation
options. It contains answers that were given to the questions,
recorded media as well as the conducted simulation rounds.
The recorded player tracks will be included in the evaluation in
the next version of the analysis component. Due to privacy
reasons the access is restricted to the stager/teacher and the
researchers.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>In this paper, we discussed several design issues for Geogames
in environmental education. While most of the reviewed games
rely on an existing internet connection, we could show that it is
often insufficient in biodiversity hot spots. Thus, Geogames
with offline capabilities are needed for environmental sciences
whenever the region of interest is not covered by local network
providers. We pointed out that there is a need for software
solutions that help users without programming skills to develop
new Geogames. Finally, we demonstrated a Geogame that can
be played offline and a Geogame editor that is used to assist a
game stager in the creation process of customized game
variants that are adapted to the local environment.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>Special thanks to the BioDiv2Go project team for sharing their
insights about Geogame development in the field of outdoor
biodiversity education.</p>
    </sec>
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