=Paper=
{{Paper
|id=Vol-1952/Critical_SpatialThinking
|storemode=property
|title=Critical Spatial Thinking And Serious Geogames: A Position
|pdfUrl=https://ceur-ws.org/Vol-1952/Critical_SpatialThinking.pdf
|volume=Vol-1952
}}
==Critical Spatial Thinking And Serious Geogames: A Position==
Critical Spatial Thinking and Serious Geogames: A Position Brian Tomaszewski David I. Schwartz Rochester Institute of Rochester Institute of Technology Technology Rochester, NY, USA Rochester, NY, USA bmtski@rit.edu dis@mail.rit.edu Abstract 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. Keywords: Serious Geogames, Scenarios, Critical Spatial Thinking. 1 Introduction due to aggregation or the classic modifiable areal unit problem (Goodchild and Janelle, 2010). Serious games, spatial or Serious geogames are an extension of serious games which otherwise, also have a fundamental concern with simulating are games with non-entertainment purposes (Michael and particular scenarios and using gaming concepts, such as Chen, 2005) and have a spatial focus. Critical Spatial scoring, game narrative, and realism to help a game player Thinking is the idea of applying concepts of critical thinking, learn how to solve problems. such as reflection, reasoning, and scepticism to challenging We argue that critical spatial thinking and serious geogames assumptions about spatial data, representations, methods, and have a natural overlap in terms of the emphasis on critical analytical outcomes (Goodchild and Janelle, 2010). In this engagement of problem solving (Figure 1). position paper, we argue for a closer research and design connection between serious geogames and critical spatial Figure 1: Venn diagram showing the conceptual overlap thinking. between Critical Spatial Thinking and Serious Geogames. Our position is based on our past work of developing serious geogames for general spatial thinking (Blochel et al., 2013). 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 (Tomaszewski et al., 2014). 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. Serious geogames add a unique element to this mix. The emphasis of using spatial technologies for problem solving, 2 Critical Spatial Thinking and Serious like geographic information systems (GIS), enable Geogames engagement with a wide range of issues associated with critical spatial thinking, such as scale, uncertainty, and representation. Critical spatial thinking is fundamentally concerned with Developing effective spatial problem solving skills is also thoughtful engagement of the assumptions associated with fundamentally tied with developing critical spatial thinking spatial data, methods and representations. In particular, expertise (National Research Council, 2006). Development of critical spatial thinking engages spatial reasoning and problem expertise comes in many forms—training, education, job solving processes (Kim and Bednarz, 2013). For example, experience, and formal and informal mentoring. In the understanding why a given data set may not be relevant to a following section, we describe how our serious geogame given problem due to scale issues or perhaps why a given data environment called ‘SerGIS’ incorporates spatial expertise as set could be misrepresenting an underline spatial phenomena a critical spatial thinking element to a serious geogame AGILE Workshop on Geogames and Geoplay 2017– Wageningen, May 09, 2017 experience. We also discuss how incorporation of narrative Figure 2: The SerGIS game framework. Note the three answer exploration via related work in game-based education for options shown on the bottom right of the image. digital forensics provides a promising pathway for problem solving and enhancing the geogame experience. 3 Expertise and SerGIS 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 (Mathews et al., 2014). Through successive evaluation of the SerGIS framework Figure 3: An example of receiving expert feedback after with game players, the incorporation of expertise into the making a choice in SerGIS. 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 (Tomaszewski and Griffin, 2016). 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 SerGIS Critical Spatial Thinking Engagement via Incorporation of Expertise: Malmö Flood Scenario 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 flood- related problems. Each question has three answers (Figure 2). Answers are weighted in that some answer choices are better 3.2 Game-Based Learning Through Narrative than others for solving the problems. Each time a game player makes a choice, they are given expert feedback about the Although seemingly unrelated, recent work in game-based choice they made (Figure 3). learning in digital forensics (Pan et al., 2015) has yielded For example, note in Figure 3 when the game player selected excellent results with respect to “gamifying” a complicated the ‘Kockums (RED)’ choice that was shown in Figure 2, they problem solving task using narrative. In developing were given feedback on why this was a poor choice both educational material for digital forensics, prospective students geographically in terms of population characteristics and might have preconceived notions of “hacking” from movies, spatially in terms of a seemingly counter intuitive spatial fact TV, and other media. But the reality of true digital forensics that although the area selected is near the coast, it does not software and its complexity can deter students from entering have flooding problems. The rest of the game scenario has this critical field. Thus, by bridging the concept of being a expertise like this that can help to build critical spatial digital “detective” as part of real forensics cases, a game can thinking skills through the game experience as well as motivate students to seek clues to solve actual problems with understanding the capabilities of GIS in general as per the actual forensics tools. original goals of SerGIS. 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 AGILE 2017 – Wageningen, May 9-12, 2017 “conspiracy board.” Each clue requires investigation with the “P” (preservation) and just focus on the directed acyclic software, external resources, tutorials, and qualitative graph of tasks for a potential focus on spatial analysis. responses. Because of the data-driven design, such cases are There is extensive literature for case/problem-based learning relatively easy to design using spatial relationships such as and teaching (Center for Research on Learning and Teaching graphs, as shown in Figure 5, which demonstrates the IPAR (CRLT), 2016). In these fields, students and teachers process editor. “complex, real-life scenarios” through discussion and Figure 4: IPAR game framework 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.” 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 Figure 5: Case Editor that uses a graph structure for editing. 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. Figure 6: Navigating through a series of spatial problems A B C 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 5 Summary and Conclusions incorporation the geogame framework. One future work activity would be evaluation of critical 4 Convergence spatial thinking ability development via our serious geogame frameworks. This is a challenging task as valid and reliable The narrative framework of IPAR provides a potentially measures of spatial thinking ability let alone critical spatial fruitful key to adapting a way for users to explore space— thinking are still a nascent field (Kim and Bednarz, 2013, Lee both the convergence of problem space with actual locations. and Bednarz, 2012). However, the scoring mechanisms of To incorporate spatial thinking into an investigative SerGIS combined with qualitative techniques, like think aloud framework, the IPAR editor and engine provides a tool to plan protocol have potential to provide mixed evidence on the a series of tasks. The software is extensible enough to remove utility of SerGIS to evaluate critical spatial thinking ability (Mathews et al., 2014). Additionally, we plan to explore how AGILE Workshop on Geogames and Geoplay 2017– Wageningen, May 09, 2017 broader critical thinking evaluation ideas can be incorporated STEM Education Conference (ISEC), 2015 IEEE, into critical spatial thinking evaluation. For example, 2015. IEEE, 100-105. analyzing game player choices or geo-game designs Tomaszewski, B. & Griffin, A. L. Students Learning about themselves in terms of quality of critical thinking models via Disaster Situation Training using Serious Games for categories such as these non-exhaustive examples: clarity (are GIS (SerGIS). Association of American the spatial aspects of the game clear?), logic (does the game Geographers Annual Conference, 2016 San choice made represent a logical choice spatially in terms of Francisco, California. scale or analytical tool used), and depth (does the game Tomaszewski, B., Konovitz-Davern, A., Schwartz, D. I., player’s reasoning for a given question address the Szarzynski, J., Siedentopp, L., Miller, A. & Hartz, J. spatial/geographical complexities of the question?) (McLean, in press. GIS and Serious Games. In: 2005). Comprehensive Geographic Information Systems, In this position paper, we argued that there should be a COVA, T. J. & TSOU, M.-H. (eds.): Elsevier. closer research and design connection between serious Tomaszewski, B., Szarzynski, J. & Schwartz, D. I. 2014. geogames and critical spatial thinking. We provided evidence Serious Games for Disaster Risk Reduction Spatial of how this perspective is particularly useful to spatial Thinking. Eighth International Conference on problem solving skill development using a flooding scenario Geographic Information Science (GIScience 2014). from our SerGIS serious geogame frameworks. Ideally, Vienna, Austria. 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 References Blochel, K., Geniviva, A., Miller, Z., Nadareski, M., Dengos, A., Feeney, E., Mathews, A., Nelson, J., Uihlein, J., Floeser, M., Szarzynski, J. & Tomaszewski, B. 2013. A Serious Game for Measuring Disaster Response Spatial Thinking. ArcUser 16:12-15. Center for Research on Learning and Teaching (Crlt). 2016. Case-based Teaching and Problem-based Learning [Online]. Available: http://www.crlt.umich.edu/tstrategies/tscbt [Accessed: 10 April 2017]. Goodchild, M. F. & Janelle, D. G. 2010. Toward critical spatial thinking in the social sciences and humanities. GeoJournal 75:3-13. Kim, M. & Bednarz, R. 2013. Development of critical spatial thinking through GIS learning. Journal of Geography in Higher Education 37:1-17. Lee, J. & Bednarz, R. 2012. Components of spatial thinking: Evidence from a spatial thinking ability test. Journal of Geography 111:15-26. Mathews, A., Tomaszewski, B., Szarzynski, J. & Vodacek, A. 2014. Disaster Risk Reduction Spatial Thinking: A Serious Games Approach. 11th International Conference of the International Association For The Study Of Information Systems For Crisis Response And Management (ISCRAM). University Park, PA. Mclean, C. L. 2005. Evaluating critical thinking skills: Two conceptualizations. Journal of Distance Education 20:1. Michael, D. R. & Chen, S. L. 2005. Serious games: Games that educate, train, and inform: Muska & Lipman/Premier-Trade. National Research Council 2006. Learning to Think Spatially: GIS as a Support System in the K-12 Curriculum, Washington, DC: The National Academies Press. Pan, Y., Schwartz, D. & Mishra, S. Gamified digital forensics course modules for undergraduates. Integrated