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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Wageningen, May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Critical Spatial Thinking and Serious Geogames: A Position</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brian Tomaszewski</string-name>
          <email>bmtski@rit.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David I. Schwartz</string-name>
          <email>dis@mail.rit.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Rochester Institute of, Technology</institution>
          ,
          <addr-line>Rochester, NY</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>09</volume>
      <issue>2017</issue>
      <abstract>
        <p>Serious geogames are games with a spatial focus for non-entertainment purposes. Critical Spatial Thinking is the idea of applying concepts of critical thinking such as reflection, reasoning, and scepticism to challenging assumptions about spatial data, representations, methods, and analytical outcomes. In this position paper, we argue for a closer research and design connection between serious geogames and critical spatial thinking. Our position is based on our past work of developing serious geogames for general spatial thinking.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Serious geogames are an extension of serious games which
are games with non-entertainment purposes
        <xref ref-type="bibr" rid="ref8">(Michael and
Chen, 2005)</xref>
        and have a spatial focus. Critical Spatial
Thinking is the idea of applying concepts of critical thinking,
such as reflection, reasoning, and scepticism to challenging
assumptions about spatial data, representations, methods, and
analytical outcomes
        <xref ref-type="bibr" rid="ref3">(Goodchild and Janelle, 2010)</xref>
        . In this
position paper, we argue for a closer research and design
connection between serious geogames and critical spatial
thinking.
      </p>
      <p>
        Our position is based on our past work of developing serious
geogames for general spatial thinking
        <xref ref-type="bibr" rid="ref1">(Blochel et al., 2013)</xref>
        .
In our past work, we were particularly interested in using
serious geogames as simulation devices for building spatial
thinking skills in the disaster management domain
        <xref ref-type="bibr" rid="ref12 ref6">(Tomaszewski et al., 2014)</xref>
        . The tight coupling of application
domains with serious geogames led to our call for more
incorporation of expert knowledge into serious game design
and game player feedback (Tomaszewski et al., in press). In
this position paper, we expand further upon the idea of
incorporating expert knowledge into serious game design and
the ability of expert knowledge to provide a critical spatial
thinking perspective to a game player. We used case studies
from the Serious GIS or ‘SerGIS’ game environment and a
digital forensics game to illustrate how critical spatial thinking
can be potentially gamified and evaluated.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Thinking and</title>
    </sec>
    <sec id="sec-3">
      <title>Serious</title>
      <p>
        Critical spatial thinking is fundamentally concerned with
thoughtful engagement of the assumptions associated with
spatial data, methods and representations. In particular,
critical spatial thinking engages spatial reasoning and problem
solving processes
        <xref ref-type="bibr" rid="ref4">(Kim and Bednarz, 2013)</xref>
        . For example,
understanding why a given data set may not be relevant to a
given problem due to scale issues or perhaps why a given data
set could be misrepresenting an underline spatial phenomena
due to aggregation or the classic modifiable areal unit problem
        <xref ref-type="bibr" rid="ref3">(Goodchild and Janelle, 2010)</xref>
        . Serious games, spatial or
otherwise, also have a fundamental concern with simulating
particular scenarios and using gaming concepts, such as
scoring, game narrative, and realism to help a game player
learn how to solve problems.
      </p>
      <p>We argue that critical spatial thinking and serious geogames
have a natural overlap in terms of the emphasis on critical
engagement of problem solving (Figure 1).
Serious geogames add a unique element to this mix. The
emphasis of using spatial technologies for problem solving,
like geographic information systems (GIS), enable
engagement with a wide range of issues associated with
critical spatial thinking, such as scale, uncertainty, and
representation.</p>
      <p>
        Developing effective spatial problem solving skills is also
fundamentally tied with developing critical spatial thinking
expertise
        <xref ref-type="bibr" rid="ref9">(National Research Council, 2006)</xref>
        . Development of
expertise comes in many forms—training, education, job
experience, and formal and informal mentoring. In the
following section, we describe how our serious geogame
environment called ‘SerGIS’ incorporates spatial expertise as
a critical spatial thinking element to a serious geogame
experience. We also discuss how incorporation of narrative
exploration via related work in game-based education for
digital forensics provides a promising pathway for problem
solving and enhancing the geogame experience.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>Expertise and SerGIS</title>
      <p>
        Serious GIS or SerGIS is a geogame framework designed to
allow for flexible development of geogames. Game
development flexibility comes from an authoring framework
where designers can choose a wide variety of web-based
geospatial data to create geogame scenarios. For example,
SerGIS has been used to build games that range from a wizard
of OZ scenario to bird-induced airplane crash scenario. In
SerGIS, game players go through a non-linear,
question/answer structure and are awarded points for question
responses and a final score at the end of the game. SerGIS was
originally developed to train disaster management personnel
on the capabilities of GIS for disaster management and build
general spatial thinking skills without getting into the
complexity and learning barriers that can come from formal
GIS software training
        <xref ref-type="bibr" rid="ref6">(Mathews et al., 2014)</xref>
        .
      </p>
      <p>
        Through successive evaluation of the SerGIS framework
with game players, the incorporation of expertise into the
SerGIS game experience was found to be an important
element to enhancing the game experience for building critical
spatial thinking skills that can teach and build spatial problem
solving skills
        <xref ref-type="bibr" rid="ref11 ref2">(Tomaszewski and Griffin, 2016)</xref>
        . In the
following section, we provide a brief walkthrough of how
SerGIS engages critical spatial thinking via incorporation of
expertise using a flood disaster management scenario in
Malmö, Sweden.
3.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>SerGIS Critical Spatial Thinking Engagement</title>
      <p>via Incorporation of Expertise: Malmö Flood</p>
    </sec>
    <sec id="sec-6">
      <title>Scenario</title>
      <p>Malmö is a coastal city located in the southern tip of Sweden
across from Copenhagen. As a coastal city, Malmö is prone
to flooding from intense weather events. Our team designed a
SerGIS game to develop critical spatial thinking about
responding to a flooding event in Malmö. In the game, players
must respond to series of questions about solving
floodrelated problems. Each question has three answers (Figure 2).
Answers are weighted in that some answer choices are better
than others for solving the problems. Each time a game player
makes a choice, they are given expert feedback about the
choice they made (Figure 3).</p>
      <p>
        For example, note in Figure 3 when the game player selected
the ‘Kockums (RED)’ choice that was shown in Figure 2, they
were given feedback on why this was a poor choice both
geographically in terms of population characteristics and
spatially in terms of a seemingly counter intuitive spatial fact
that although the area selected is near the coast, it does not
have flooding problems. The rest of the game scenario has
expertise like this that can help to build critical spatial
thinking skills through the game experience as well as
understanding the capabilities of GIS in general as per the
original goals of SerGIS.
Although seemingly unrelated, recent work in game-based
learning in digital forensics
        <xref ref-type="bibr" rid="ref10">(Pan et al., 2015)</xref>
        has yielded
excellent results with respect to “gamifying” a complicated
problem solving task using narrative. In developing
educational material for digital forensics, prospective students
might have preconceived notions of “hacking” from movies,
TV, and other media. But the reality of true digital forensics
software and its complexity can deter students from entering
this critical field. Thus, by bridging the concept of being a
digital “detective” as part of real forensics cases, a game can
motivate students to seek clues to solve actual problems with
actual forensics tools.
      </p>
      <p>In Figure 4 below, we show a portion of an introductory
case in a game framework called IPAR (Image, Preserve,
Analyze, Report). The player unlocks and reveals clues from a
“conspiracy board.” Each clue requires investigation with
software, external resources, tutorials, and qualitative
responses. Because of the data-driven design, such cases are
relatively easy to design using spatial relationships such as
graphs, as shown in Figure 5, which demonstrates the IPAR
editor.</p>
      <p>Figure 4: IPAR game framework
Much like a choose-your-own adventure book, the IPAR
framework provides an external interface for virtually any
scenario. We propose linking the SerGIS and IPAR game
frameworks, which would (a) provide easier access to editing
scenarios, (b) incorporate more narrative aspects into a
gaming experience, and (3) allow for expert feedback
incorporation the geogame framework.
4</p>
    </sec>
    <sec id="sec-7">
      <title>Convergence</title>
      <p>The narrative framework of IPAR provides a potentially
fruitful key to adapting a way for users to explore space—
both the convergence of problem space with actual locations.
To incorporate spatial thinking into an investigative
framework, the IPAR editor and engine provides a tool to plan
a series of tasks. The software is extensible enough to remove
the “P” (preservation) and just focus on the directed acyclic
graph of tasks for a potential focus on spatial analysis.</p>
      <p>There is extensive literature for case/problem-based learning
and teaching (Center for Research on Learning and Teaching
(CRLT), 2016). In these fields, students and teachers process
“complex, real-life scenarios” through discussion and
reflection. IPAR provides a framework for dissecting an entire
case/problem into a series of smaller problems that require
quantitative analysis and qualitative responses. We propose to
merge IPAR and SerGIS so that learners can step through
visual problems one task a time, following the directed acyclic
graph(s) of IPAR as “geospatial investigators.” Moreover, this
convergence provides a fascinating launching point for
exploration within a 2-D or 3-D environment. For example,
with the case-based problem framework, a player could be
guided through a series of locations in a simulated
environment (e.g., a game modeled in Unity or ArcGIS) with
“clues.”</p>
      <p>
        For example, perhaps a player is tasked with identifying
buildings with fire-escapes facing onto a street and
considering a potential crowd flow, depicted in Figure 6. The
combined IPAR/SerGIS framework can already handle the
problem decomposition from problem-based learning. The
player can use the motivation of being a detective to seek
visual clues (and cues!) to solve spatially complex
problems—what is missing is the spatial navigation via
integration with a visual environment, which we hope to
address as part of the IPAR/SerGIS convergence.
One future work activity would be evaluation of critical
spatial thinking ability development via our serious geogame
frameworks. This is a challenging task as valid and reliable
measures of spatial thinking ability let alone critical spatial
thinking are still a nascent field
        <xref ref-type="bibr" rid="ref4 ref5">(Kim and Bednarz, 2013, Lee
and Bednarz, 2012)</xref>
        . However, the scoring mechanisms of
SerGIS combined with qualitative techniques, like think aloud
protocol have potential to provide mixed evidence on the
utility of SerGIS to evaluate critical spatial thinking ability
        <xref ref-type="bibr" rid="ref6">(Mathews et al., 2014)</xref>
        . Additionally, we plan to explore how
broader critical thinking evaluation ideas can be incorporated
into critical spatial thinking evaluation. For example,
analyzing game player choices or geo-game designs
themselves in terms of quality of critical thinking models via
categories such as these non-exhaustive examples: clarity (are
the spatial aspects of the game clear?), logic (does the game
choice made represent a logical choice spatially in terms of
scale or analytical tool used), and depth (does the game
player’s reasoning for a given question address the
spatial/geographical complexities of the question?)
        <xref ref-type="bibr" rid="ref7">(McLean,
2005)</xref>
        .
      </p>
      <p>In this position paper, we argued that there should be a
closer research and design connection between serious
geogames and critical spatial thinking. We provided evidence
of how this perspective is particularly useful to spatial
problem solving skill development using a flooding scenario
from our SerGIS serious geogame frameworks. Ideally,
further design and evaluation research can lead to serious
geogames that address important societal problems such as
disaster management and led overall improved spatial
thinking via geogamification.
6</p>
    </sec>
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