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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Teaching Children Hygiene Using Problem Based Learning: The Story Telling Approach to Games Based Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Farrell</string-name>
          <email>david.farrell.1@city.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Patty Kostkova</string-name>
          <email>patty@soi.city.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Donna Lecky</string-name>
          <email>donna.lecky@hpa.org.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cliodna McNulty</string-name>
          <email>Cliodna.mcnulty@hpa.org.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>On behalf of the e-Bug Working Group</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>City eHealth Research Centre City University London London</institution>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Health Protection Agency Gloucestershire Royal Hospital Gloucester</institution>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper discusses the design and implementation of a browser based game (“e-Bug Detectives”) that teaches 13-15 year olds about hygiene, microbes and appropriate antibiotic use. Despite the recent interest in technology enhanced learning, there has been little investigation of how to develop design a game that teaches specific Learning Outcomes (LOs) using an established pedagogy. We demonstrate that Problem Based Learning (PBL) is an appropriate framework for games that aim to teach a number of disparate LOs. The introduction explains why it was necessary to create a bespoke game to satisfy the project's requirements. Section 2 presents the reasons behind choosing the adventure game genre and the PBL framework. Section 3 discusses the technical implementation of the game. The five stages of PBL are explained and mapped to the game in section 4. Finally, early evaluation results are presented and future work is discussed.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>games based learning</kwd>
        <kwd>problem based learning</kwd>
        <kwd>narrative</kwd>
        <kwd>pedagogy</kwd>
        <kwd>health</kwd>
        <kwd>games design</kwd>
        <kwd>educational games</kwd>
        <kwd>technology enhanced learning</kwd>
        <kwd>serious games</kwd>
        <kwd>hygiene</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Recent studies have shown that there are many ways in which games can aid learning. Trials in
Scotland used commercial games such as Neverwinter Nights [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], Guitar Hero, Nintendogs and
Endless Ocean [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as starting points for teachers to theme lessons over a term. These games did not
teach directly. Lessons were created around them. Squire [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Svarovsky and Shaffer [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] have shown
that players can gain real world understanding from playing commercial games. However where the
teachers used lessons outside of games to teach Learning Outcomes (LOs), Squire, Svarovsky and
Shaffer document the kinds of learning taking place naturally within the games themselves. None of
these studies used games to directly teach LOs as required by school curricula.
      </p>
      <p>e-Bug is a European Commission funded project that aims to reduce inappropriate antibiotic use and
improve hand and respiratory hygiene through the education of young people in 17 European
Countries. e-Bug targets two age groups, 9-12 years olds and 13-15 year olds. For each of these age
groups, there is an educational pack for classroom use and an online game which can be played during
class time or in pupils’ own discretionary time. LOs agreed by teachers and domain experts from each
partner country were used to define requirements for both packs and games.</p>
      <p>
        The games are intended to teach the LOs without requiring that a teacher build a lesson around
them. As such, bespoke games have been created that blend traditional games design with appropriate
learning models. These games are being translated and localised and will be available to play, for free
in 10 languages from the e-Bug website [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] from September 2009.
      </p>
      <p>
        In order to ensure that the game be both fun and educational, it is necessary to choose a pedagogical
model that can be supported and implemented by the game’s mechanics. There is little research that
can be used to inform this process. Because e-Bug needs to support youths playing in their own time
as well as in the classroom, it was necessary that the pedagogy support a learner driven process and not
rely on activities such as classroom discussion.
A focus group with the 15 boys and girls identified game types that would appeal to 13-15 year olds.
Most of the popular game types were unsuitable for teaching e-Bug (e.g. shooters and sports games).
A few individuals enjoyed playing narrative driven adventure games such as Sam and Max [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
Phoenix Wright [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], or Hotel Dusk [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In a follow-up session, all pupils played games of this nature
(Phoenix Wright or Beneath a Steel Sky [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]) and provided generally positive feedback ranging from “I
love this kind of game” to “I wouldn’t mind playing it”.
      </p>
      <p>
        Because adventure games feature interactive stories driven by puzzles and exploration [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], they
offer the flexibility e-Bug requires to cover a wide range of disparate learning outcomes. This reason,
coupled with a lack of other genres that satisfied the audience as well as being appropriate for
education, led to the decision to create an adventure game.
      </p>
      <p>
        In order to avoid what Habgood calls “Chocolate Covered Broccoli” [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] where the game offers no
educational benefit beyond extrinsic motivation, it is necessary to integrate learning through game
mechanics. However, there is no established pedagogy that has been proven to work in this context.
      </p>
      <p>
        Problem Based Learning (PBL) is “any learning environment in which the problem drives the
learning. That is, before students learn some knowledge they are given a problem.” [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>By posing a problem before any learning takes place, students are able to contextualise new
knowledge instead of simply learning stand-alone facts. PBL encourages independent learning with
minimal intervention from a teacher. Used extensively in medical training, PBL can be adapted to
teach a wide range of LOs, making it suitable for e-Bug.</p>
      <p>
        There have been a number of studies on the effectiveness of PBL and whilst there isn't conclusive
evidence that PBL is preferable to other successful methods of teaching, it has been shown to be
effective [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Some research has suggested that PBL is a natural approach to games based learning
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] but there has been little empirical evaluation to date. Picard found that using PBL in a business
game had a positive effect on university students in terms of satisfaction and attainment [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. A recent
study using a PBL based game in high school found that pupils were successfully engaged but the
difference in knowledge gain between intervention and control groups was not significant [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>Whilst the evidence supporting PBL’s use in games based learning is not conclusive, the concepts
behind PBL map very well onto the core game mechanics of adventure games. Given the lack of a
clearly established pedagogy to support this type of game and considering the wide remit of e-Bug and
the flexibility that is required to cover all LOs, it was decided to use PBL to underpin the game’s
teaching.</p>
    </sec>
    <sec id="sec-2">
      <title>3 Technical Implementation</title>
      <p>
        Each European partner completed a survey identifying the technology infrastructure in their country’s
education system. The widely varied responses meant that the game would have to be playable on a
basic system. Additionally, teachers do not typically have the rights to install software on machines so
we were unable to require installation of a game via download or CDOM. Flash Player version 8 was
chosen for implementation due to its wide penetration (95% of internet enabled machines [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]) and the
ease of which it can be used to play games in a web browser.
      </p>
      <p>
        There are game authoring tools available to create Flash based adventure games (most notably
Lassie Adventure Studio [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]), but none of these were suitable for e-Bug. A bespoke game engine was
created that implemented common adventure game mechanics and e-Bug specific requirements such as
“Microbe Vision” (used to find microbial ‘hot spots’) and support for multiple languages. Game
scenarios are written using comma separated value files that the designer creates using a spreadsheet.
This allows for scenario revisions without the need to write or change code.
      </p>
    </sec>
    <sec id="sec-3">
      <title>4 Applying the Five Stages of Problem Based Learning to Adventure Games</title>
      <p>
        The stages of PBL vary between implementations. For e-Bug, the Queens University definition was
used [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Under this definition, Stage 1 is the Topic Introduction and sees the facilitator introduce the
topic, highlighting why the topic is relevant. In Stage 2, students write the Problem Statement in their
own words and care is taken to ensure that they correctly understand the problem. In Stage 3, the
students hypothesise potential solutions to the problem and identify one to pursue. The students carry
out research in Stage 4, seeking information that confirms or refutes their hypothesis. In Stage 5,
students consider whether their hypothesis is confirmed through evidence. If it is, they present their
findings, with an emphasis on methodology, rather than the final answer. If the hypothesis proved
incorrect, students return to Stage 3 and identify a new hypothesis to investigate.
      </p>
      <p>Each chapter of the game covers related LOs and presents the player with an overall problem. The
player does not have the information required to solve the problem and must solve multiple
subproblems first. Similarly, each sub-problem covers other LOs and may be further sub-divided.</p>
      <p>Below, we will look at how the game delivers two LOs using PBL. In the scenario, the player is
tasked with investigating why an actor has fallen ill. The LOs covered in the scenario below include:
“different types of microbes are found in different places”; “microbes can be found on our food and can
transfer to humans”; “separate chopping boards should be used for meat and vegetables”.</p>
      <sec id="sec-3-1">
        <title>Stage 1: Topic Introduction</title>
        <p>NPCs use dialogue to describe the initial problem. Here, an actor has fallen ill and his bodyguard
suspects foul play. The overall problem is to identify the cause of his illness.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Stage 2: Problem Statement</title>
        <p>The bodyguard offers theories that may explain the illness. One such hypothesis is that the chef
deliberately poisoned the actor. Another theory suggests that poor food hygiene is responsible.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Stage 3: Hypothesise</title>
        <p>In order to solve the problem, the player has to investigate one of the hypotheses. If the player
switches on “Microbe Vision” (MV), she can identify potential evidence that may suggest which of
these is most suitable. Relevant to the food hygiene hypothesis are evidence of microbial
concentrations on the actor’s leftover food as well as the chopping board in the kitchen.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Stage 4: Research</title>
        <p>Having decided to pursue the food hygiene hypothesis, the player may speak to NPCs, visit locations,
collect and test evidence. If the player tests the chopping board and food leftovers, an NPC passes
information to the player, teaching the desired LOs. For example, when the player tests the chopping
board, salmonella is present. The player is told that this is normal for chopping board used for meat. If
the player tests the leftovers, she is informed that the chicken is clear of microbes (it was properly
cooked) but that the salad is infested with E. coli. Together, these items refute the food hygiene theory.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Stage 5: Presenting Results</title>
        <p>During dialogue with NPCs, the player has the option to present an item of evidence in response to a
statement. By showing evidence that the microbes on the plate are of a different type than those on the
chopping board, the player disproves the bodyguard’s hypothesis and completes the problem.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5 User Evaluation and Feedback</title>
      <p>The game is complete and an evaluation has taken place with 346 pupils. Evidence for knowledge and
attitude change has been collected through an online pre and post game questionnaire. Qualitative
feedback has also been collected through focus groups and an open ended questionnaire.</p>
      <p>Throughout development, the game was evaluated and revised to reflect feedback. Analysis of data
is ongoing but early results highlight some interesting issues.</p>
      <p>PBL has at its core an assumption of learner independence. It is expected that the learner will be
proactive in seeking out information and research. Contrary to this, evaluations showed that youths are
conditioned to expect significant help from games. Many players frequently asked “what do I do
now?” and the game interface had to be revised multiple times to provide help to the player.</p>
      <p>
        The game does not feature spoken audio. Players must read a significant amount of text. Those
who have poor reading ability or who have no interest in reading may not enjoy or learn from the
game. This is consistent with a recent industry article in which the Gameplay Director for World of
Warcraft explained that players are not interested in reading quest text [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Many players who did
engage with the game have reported that they enjoyed the story and puzzles but analysis has yet to be
completed to determine the effectiveness of the game as a teaching tool.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>This paper presents an implementation of a narrative driven adventure game called e-Bug Detectives
that attempts to combine a modern approach to player centric videogame design with the established
pedagogy of Problem Based Learning to teach children about microbes, hygiene and appropriate
antibiotic use. Unlike previous studies which have discussed PBL in games without implementation,
or which have not shown how they applied the stages of PBL to their design, this study shows in detail
how PBL can be used to teach a wide range of Learning Outcomes using an adventure game. The
game is still being evaluated but feedback has shown that whilst players are receptive to this kind of
game, care is needed in developing a game interface that helps guide the struggling player whilst still
allowing agency. More analysis will be carried out to determine the effectiveness of learning through
the game. Further research could also look at the implications of the trade off between player
independence and in-game help.</p>
    </sec>
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