=Paper= {{Paper |id=None |storemode=property |title=Serious Interface Design for Dental Health: WiiMote-based Interaction for School Children |pdfUrl=https://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings02.pdf |volume=Vol-634 }} ==Serious Interface Design for Dental Health: WiiMote-based Interaction for School Children== https://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings02.pdf
        Serious Interface Design for Dental Health:
   WiiMote-based Tangible Interaction for School Children
                            Kathrin Gerling, Matthias Klauser and Maic Masuch
                                         Entertainment Computing Group
                                          University of Duisburg-Essen
                                                  Forsthausweg 2
                                            47057 Duisburg, Germany
                          {kathrin.gerling, matthias.klauser, maic.masuch}@uni-due.de

ABSTRACT                                                         Moreover, possible positive effects of tangible interfaces
This paper describes a camera-based approach towards             for education are discussed, e.g. the improvement of
creating a tangible interface for serious games. We              learning processes due to the closer link between cognition
introduce our game for dental health targeted at school          and perception as well as the improvement of collaborative
children which implements the Nintendo WiiMote as                work between children sharing the same computer [13].
infrared camera. Paired with a gesture-recognition system,       Besides, studies have shown that the availability of tangible
this combination allows us to apply real-world items as          interfaces for children may reduce the need for instruction
                                                                 [23].
input devices. Thereby, the game tries to address different
aspects of dental hygiene along with the improvement of          In this paper, we describe our tangible approach towards
children’s motor skills. In our focus group test, we found       interface design for a game for dental health which features
that tangible interfaces offer great potential for educational   a user interface based on real-world items and thereby tries
purposes and can be used to engage kids in a playful             to convey psychomotor skills along with factual knowledge
learning process by addressing their childlike curiosity and     on dental hygiene.
fostering implicit learning.                                     RELATED WORK
                                                                 The issue of dental hygiene of children and teenagers has
Keywords
                                                                 rarely been addressed by serious games.
Serious Games, Tangible User Interfaces, Design for
Children                                                         A ubiquitous approach towards teaching tooth brushing to
                                                                 school children has been suggested by Chang et al. [3].
INTRODUCTION                                                     Their system tracks children’s brushing behavior while
Research has shown that insufficient dental hygiene of           cleaning their teeth and presents brushing results on an
children and teenagers has a negative impact on the              LCD display. Additionally, they conducted an
development of their second dentition: Children whose            accompanying study which showed an improvement of
primary teeth have been affected by cavity are at a              brushing strategies and a significantly longer overall
significantly higher risk of developing caries during            brushing time. Nevertheless, the application only includes
adolescence and adult life [12]. Therefore, it is important to   few game elements and focuses on sensorimotor skills
inform children and teenagers about different means of           instead of game play, which might affect player’s
dental hygiene at a very early stage. Because it is difficult    motivation in the long run.
to reach school children and teenagers through educational
videos, flyers or other information sessions, new ways of        Dental Attack [4] is a serious game featuring 3D graphics
communication have to be found. We believe that a serious        in which the player has to protect a large tooth from cavity
game has the potential of reaching our target audience due       by administering correct cleaning behaviour. It aims at
the positive impact of playful applications on children’s        improving the player’s knowledge and motivation
motivation [15]. In addition to that, tangible user interfaces   regarding dental hygiene, but possible positive effects of
enhance immersive effects of digital games, and thus have        the game have not been validated in the context of an
the potential to deeply engage users in game play [6].           evaluation.
                                                                 Additionally, a wide range of flash games featuring the
                                                                 topic of dental hygiene is available on the internet.
                                                                 Furthermore, tangible interfaces for children have
                                                                 frequently been discussed and a variety of playful
                                                                 applications has been designed.
                                                                 TICLE was designed by Scarlatos et al. and is an early
                                                                 approach to game design based on tangible interfaces for
                                                                 children. It is a tabletop tangram game which supervises
                                                                 player’s movements and offers help when necessary [19].
Karime et al. [9] created a Magic Stick which enables very      contamination and plaque to dental decay, the player may
young children to use digital entertainment systems. The        unlock bonus items such as fluoride gel or chewing gum by
tangible stick combines RFID and Bluetooth technology           entering quick mini game challenges or decide to switch to
and can be used to read information about pictures from         cleaning-mode in order to administer cleaning treatment.
tagged image books which are then displayed in a virtual        After switching to cleaning-mode, the player is asked to
scene.                                                          choose from a set of three cleaning instruments displayed at
Ryokai et al. [17] developed the concept of I/O Brush, a        the top of the screen (cf. Figure 2). He may decide to use a
camera-based drawing tool which allows children to read         tooth brush, mouthwash or dental floss to remove traces of
color and texture information from their environment and        comestibles and plaque. Depending on the player’s choice,
apply it to virtual images.                                     an adequate input device allowing the conduction of
Furthermore, Ho et al. [8] approached serious game design       different cleaning gestures has to be selected (cf. Enhanced
from the perspective of tangible user interfaces and created    Tangible Interaction).
a health game aimed at children attending primary school        During game play, the user is given the possibility of
which implements the Nintendo WiiMote.                          returning to each of the game modes as necessary. At the
                                                                end of each level, scores are calculated based on the
GAME CONCEPT
                                                                average status of the group of teeth and the overall quality
The game concept presented within this paper is based on
                                                                of cleaning behavior administered by the player. Thereby,
the idea of fusing game mechanics and learning units in
                                                                the player receives additional feedback regarding his in-
order to create an immersive user experience. It features a
                                                                game performance.
combination of two complementary game modes which
incorporate different didactic goals. Furthermore, the
concept aims at the implementation of intuitional
interaction paradigms designed to engage the player in
game play and to facilitate learning processes. A detailed
description of the game concept and its didactic foundation
was published in [7].
Game Design
Our game design suggests the combination of two game
modes, nutrition-mode and cleaning-mode, to implement
in-game challenges which address different learning
objectives.




                                                                Figure 2: Brushing input in cleaning-mode.
                                                                Didactic Goals
                                                                As a result of the combination of nutrition-mode and
                                                                cleaning-mode, the game addresses three basic didactic
                                                                goals, which can be mapped to Bloom’s Taxonomy of
                                                                Learning Domains [1]:
                                                                    •   motivation (Affective Domain)
                                                                    •   factual knowledge (Cognitive Domain)
                                                                    •   sensorimotor skills (Psychomotor Domain)
                                                                The game tries to raise children’s motivation by putting
Figure 1: Overview of nutrition-mode.                           them in charge of a group of teeth while equipping them
                                                                with different tools. During game play, children are
In nutrition-mode, the player has to take care of a group of    continuously asked to make choices and consider
teeth advancing through the game in a style similar to 2D       consequences of their actions while being provided with
side-scrolling games (cf. Figure 1). Each level consists of a   immediate feedback. Thereby, the game aims at the
set of comestibles which the teeth have to chew.                improvement of their self-efficacy while challenging their
Additionally, a time limit which represents an average          factual knowledge regarding dental hygiene. Furthermore,
playing value is implemented to support the calculation of a    our game concept addresses motivational aspects by the
comprehensible high score at the end of the level. While        presentation of teeth as vulnerable creatures which depend
the group encounters challenges represented by a variety of     on the player’s care and protection.
comestibles causing negative effects ranging from
Additionally, the transfer of factual knowledge is fostered      children. Therefore, an enhanced tangible interaction
by the visualisation of dental decay caused by the               applying real-world items as input devices was
consumption of comestibles during nutrition-mode.                implemented.
Depending on the type of comestible which was
                                                                 Enhanced Tangible Interaction
encountered by the group of teeth supervised by the player,
                                                                 In contrast to our suggestion for a basic interaction scheme,
plaque or contamination is caused. Furthermore, the speed
                                                                 the enhanced design embeds real world items into the
of decay is affected by the core ingredients of each
                                                                 game. It introduces infrared input recognition which is
comestible, such as sugar (e.g. chocolate) or acid (e.g.
                                                                 based on the idea of implementing a gesture-based interface
cola). Besides, the game accentuates dependencies between
                                                                 which allows young children to actively participate in game
eating habits and their impact on specific requirements of
                                                                 play and engages older kids due to its innovative nature.
adequate means of cleaning through different game
mechanics.                                                       In this context, we decided to use Nintendo’s WiiMote as
                                                                 primary input device because it is one of the most popular
The development of sensorimotor skills is addressed by the
                                                                 controllers for digital games. Furthermore, it provides us
implementation of cleaning-mode, which requires gesture-
                                                                 with a variety of information on user input through its
based interaction and includes the application of real-world
                                                                 button interface, translatory sensors and the additional
items as input devices (cf. Enhanced Tangible Interaction).
                                                                 infrared interface. Additionally, the availability of a wide
INTERACTION DESIGN                                               range of third party software such as the WiimoteLib [22]
Interaction design for children and teenagers is a               facilitates the implementation of the device.
challenging task due to the particularly wide range of           The game requires a total of two WiiMotes: One Mote is
cognitive and sensorimotor skills of the target audience.        used as regular pointing device, another mote is located in
This requires an inclusive design approach which takes           front of the player and serves as infrared camera. In the
different stages of children’s development into account [2].     following section, both input paradigms will be described.
Our game tries to address this issue by offering two
interaction concepts which require different levels of
sensorimotor precision and both try to reduce children’s
cognitive load by implementing facile input paradigms. The
basic approach towards interaction design includes mouse
and keyboard input, whereas the enhanced interaction
concept is based on the implementation of tangible
controllers, i.e. the Nintendo WiiMote and real-world
items.
 Additionally, we believe that our tangible approach to
interface design may address a broader audience and
activate children’s curiosity, which would be ideal
regarding our target audience of both younger children and
teenagers.
Basic Interaction Design
The game features a conventional user interface based on         Figure 3: Overview of the complete setup required for
the combination of mouse and keyboard input. The player          item-based input.
is offered the possibility of interacting through point-and-
click operations as well as keyboard input: During               WiiMote Input
nutrition-mode, the group of teeth is moved using arrow          The primary WiiMote controller is implemented as
keys. After switching to cleaning-mode by using the mouse        pointing device. This setup requires a wireless infrared
to click on a particular tooth, further mouse input is           sensor bar similar to the bar delivered with the Nintendo
required to perform different cleaning actions. In order to      Wii, which is positioned in front of the player in order to
evaluate the quality of the player’s attempts to use different   track input via the infrared interface. Furthermore, button
cleaning instruments, we implemented a gesture                   input is registered to trigger in-game events.
recognition system which is also used within the enhanced        During nutrition-mode, this remote is used to control the
tangible interaction and is described in the following           group of teeth representing the player, to participate in
section.                                                         mini-games in order to unlock bonus items and to switch to
The advantage of this basic approach is the wide                 cleaning-mode when necessary. In cleaning-mode, the
availability of mouse and keyboard as input devices.             pointing mote may be used to select an appropriate
Additionally, many children and teenagers have previous          cleaning device. Once a device has been selected, the
experience with similar interaction paradigms, which is          player needs to exchange the pointing remote with the
likely to provide an easy entry to game play. However,           corresponding reflector-based input device.
input in cleaning-mode requires accurate mouse
movements which might not be suitable for younger
Camera-based Input                                               infrared light towards the player in combination with the
Instead of using the WiiMote as pointing device in               camera WiiMote allows us to track user input without
combination with a stationary sensor bar, it is also possible    attaching any electronics to the input devices of our choice.
to implement the remote as fixed infrared camera and move        Because we wanted to be able to track more than one input
a source of infrared light instead. Thereby, it is possible to   event at a time at a later point of development, we decided
track different input gestures conducted by the user if he or    to adapt a multi-touch finger tracking system originally
she is equipped with adequate input devices. This allows us      designed by Chung Lee [11] which supports up to four
to implement a tangible user interface which is based on the     touches and requires an LED array throwing infrared light
idea of utilizing real world items as input devices.             at the player. It is written in C# and can easily be combined
                                                                 with the latest version of Microsoft’s XNA Game Studio
                                           System                [14] and the WiimoteLib [22].
       User
                                                                 To improve tracking results, Chung Lee suggests that
                                                      Game
                                                                 players attach reflective tape to their finger tips which
      WiiMote                  Input
                              Detection                          increases the amount of infrared light being thrown back at
       Input                                          Input      the camera remote. Instead of adding reflective tape to the
                                                    Evaluation
     Input Items
                               Gesture
                                                                 player’s fingers, we decided to attach it to a tooth brush, a
                                                      User       cup and an imitation of dental floss. In order to achieve an
                             Recognition
        Brush                                       Feedback
                               System                            acceptable transmission result, we used Scotchlite Solas
                                                                 GradeTM, which is a type of reflective tape that is
        Cup
                                                                 commonly used in shipping. Besides a high flexibility, the
                               Display /                         tape concentrates light rather than having a dispersive
        Floss                   Audio
                                                                 effect which increases the amount of light being returned to
                                                                 the camera remote.
Figure 4: Overview of the interaction between user and               Interface and                               User
system..                                                           Recognition System

                                                                                             IR light          Tools with
Technically, there are two different approaches based on               LED Array                             reflective tape
the idea of casting infrared light on a stationary infrared                                                (Tooth brush, cup
                                                                                                            or dental floss)
camera which we considered for our setup. Both require the
                                                                                            reflection
implementation of additional LEDs similar to those used              Camera WiiMote
for the original sensor bar. The LEDs utilized for the array
should ideally have a peak wavelength of 950nm, otherwise
tracking results are not stable enough and are easily                    Gesture
                                                                       recognition                              Game
influenced by other sources of infrared light, e.g. sunlight.
At first, we tried to invert the regular pointing system by
                                                                 Figure 5: Interface setup and information processing.
attaching LEDs directly to the objects which would then be
used as input devices. This requires a power supply which
either needs to be attached to the object or has to be
                                                                 In order to receive a strong infrared signal, we used an LED
connected by wire. Unfortunately, this may be a
                                                                 array consisting of 40 LEDs with a wavelength of 940nm
disadvantage when designing for children since the
                                                                 (+/- 50nm). We installed the LED array on a wooden rack
prototypical input devices we developed were very fragile
                                                                 with a little hinge which allows for the adjustment of the
and could easily be damaged when dropped or carelessly
                                                                 LED array in a very flexible manner. This is particularly
handed over to another person. Because we were intending
                                                                 important because the angle of the array needs to be
to use the interface for teenagers and younger children, it
                                                                 adjusted according to each player’s body size to grant an
was also problematic that most LEDs which are currently
                                                                 optimal tracking result. On top of the rack, a clamp was
available have an operating temperature up to 75°C and
                                                                 installed which allows us to mount the camera WiiMote
therefore cannot be used in interface design for kids
                                                                 accordingly (cf. Figure 3).
without the risk of injury. However, this method returns
good transmission results and offers the possibility of          The advantage of this method is the fact that the input
tracking single input devices as LEDs may be used as             devices are lightweight and fully functional without any
markers which are recognized by the system during game           additional electronics or other attachments which might
play. Thereby, it is possible to determine whether the           disturb the user (e.g. wires connecting the device to the
player is using the correct input device.                        system). If necessary, all input devices can be replaced at
                                                                 low cost, because average retail items can be used which
Alternatively, it is possible to implement a system which        only need to be enhanced with reflective tape.
does not require the attachment of LEDs to the hardware          Figure 5 shows how input information is processed by the
user interface: The installation of an LED array casting         system described in the previous section. First, the LED
array casts infrared light towards the objects utilized by the
player. Second, light is reflected by the input device and
thus recorded by the camera WiiMote. Then, 2D
coordinates representing the relative position of the input
device to the camera are obtained and translated into mouse
coordinates. Therefore, it is possible to apply regular mouse
gesture recognition algorithms during the next step of
information processing. Afterwards, information regarding
the quality of player input is passed on to the game and
corresponding feedback is displayed to the player.               Figure 7: Gesture recognition for tooth brush input.
For each instrument in cleaning mode, a corresponding            If the tooth brush is used correctly, a circular movement is
object was chosen and laminated with reflective tape. Thus,      registered by the system. As this is a continuous process,
the game features a tooth brush, a cup as well as an             the cleaning period is split into cycles. Once one cycle
imitation of dental floss made of cord and wooden pearls         within the brushing process is finished, the recognition
(cf. Figure 6).                                                  system evaluates the accuracy of the player’s cleaning
The following section describes the set of characteristic        movement by comparing player input to an ideal circular
input gestures which is required to play the game.               movement. Figure 6 shows the recognition process: If user
                                                                 input is registered which may be similar to circle A (good)
To use the cup filled with mouth wash, the player has to lift    or circle C (bad), it is compared to the ideal circle B. Based
it up to his face and pretend to drink out of it. Thereby, the   on four distinctive points of the player’s input gesture, the
camera records a vertical movement which can easily be           area of the circle is approximated and compared to the ideal
identified by the gesture recognition system. Dental floss is    circle which is based on a set of four predefined values. It
used by picking up the cord with both hands and slowly           was necessary to reduce the amount of values drastically to
lifting both ends in an alternating rhythm. Since the            reach an acceptable level of system performance and to be
tracking system supports multiple input sources, two             able to deliver immediate visual feedback to the user. In
vertically moving objects are detected and submitted to the      order to determine whether the input cycle has been
game as player input.                                            finished, each circle is split into four areas (cf. Figure 7).
                                                                 The transition between two areas can be detected by a
                                                                 corresponding change of the X and Y values of mouse
                                                                 coordinates. Depending on the alteration of these
                                                                 coordinates, the system defines an initial starting point at
                                                                 which the cycle started and is later expected to end.
                                                                 Thereby, the system is able to distinguish between circular
                                                                 strokes and mere vertical or horizontal scrubbing. Finally,
                                                                 the user is provided with visual feedback regarding the
                                                                 individual cleaning performance.
                                                                 In contrast to regular mouse and keyboard input, the
                                                                 enhanced interaction design offers a more complex, yet
                                                                 intuitional tangible interface which we expect to have a
                                                                 positive impact on player’s motivation and engagement. In
                                                                 the following chapter, we describe the results of a first
                                                                 focus group test during which both interaction paradigms
                                                                 were compared.
Figure 6: Tools with reflective tape.
If the player uses the cup or dental floss, the game only        FOCUS GROUP TESTING
checks whether the corresponding gesture has been                In order to evaluate the two interaction concepts presented
completed. However, if the tooth brush is used, the quality      within the previous chapter, a stable and fully playable
of the gesture has to be evaluated. Therefore, a more            prototype which offers both mouse and keyboard input as
complex interpretation process is required which is able to      well as WiiMote and item-based interaction was created.
determine the precision of each player’s cleaning behavior.      The focus-group test was conducted with nine school
Thus, we implemented a simple algorithm which allows us          children with a mean age of 10 (range 9 to 11). The group
to judge whether player input was good, average or bad.          consisted of three girls and six boys, all of the children
                                                                 were from socially disadvantaged families and therefore at
                                                                 a generally higher risk of suffering from the consequences
                                                                 of insufficient dental hygiene. Therefore, the focus group
                                                                 represented one of the core audiences of our design
                                                                 concept. Besides, all participants had previous experience
                                                                 using the computer and playing games.
Setting and Method                                               In general, the focus-group test showed that new
At the beginning of the test, the children were divided into     technologies offer great opportunities for educational
two groups. Group A consisted of five children and was           games because they have the potential to engage children in
later on presented with the enhanced tangible interaction        a playful learning process. Teaching staff positively
using both WiiMote and real-world items. Group B                 highlighted the fact that their students actively discussed in-
consisted of four children who were asked to play the game       game actions as well as aspects of dental hygiene, which in
using keyboard and mouse. Each group was granted one             their opinion offers a good opportunity of picking up the
hour of playing time followed by a fifteen-minute                topic of dental hygiene in a more formal context. Thus, the
structured group interview. Before the start of the playing      game could probably be used in a classroom context to
session, the interaction methods as well as keyboard and         introduce the topic of dental hygiene. Furthermore, the
button mappings were explained. During game play,                implementation of tangible interfaces in combination with
children were observed and asked questions about their in-       gaming applications may foster implicit learning processes,
game actions according to the Active Intervention method         because the player’s desire to master the game requires
suggested for the evaluation of interactive products with        mastery of the input devices, too.
children subjects [21], which is closely related to think-       DISCUSSION
aloud techniques [2, 5]. The test was conducted within the
                                                                 The focus group test showed that the tangible approach
group’s school environment and accompanied by teaching
                                                                 towards interaction design for serious games has the
staff.
                                                                 potential of engaging children in game play and learning
Results and Interpretation
                                                                 processes. Nevertheless, this first approach only included
Children’s comments during the playing session showed            few subjects and should be understood as an indication of
that group B generally had no difficulties approaching the       future research focuses rather than an extensive evaluation
game, because all children had previous experience using         allowing definite conclusions regarding usability, interface
the combination of mouse and keyboard as input devices           design and learning success.
for digital games. On the contrary, participants of group A
needed assistance when switching from WiiMote to item-           One of the biggest advantages of the reflector-based
based interaction. Difficulties were primarily caused by the     approach to interface design presented within this paper is
fact that the specific version of the LED array required         the fact that all tangible input devices required during
careful player alignment and did not take children’s             cleaning-mode are lightweight and robust as they do not
restlessness into account. In that context, using a regular      utilize fragile technology. Additionally, they can easily be
tooth brush and cup was advantageous because these items         replaced at low cost since the current implementation is
turned out to be very robust and are barely affected by          based on conventional cleaning instruments enhanced with
careless treatment. Additionally, comments showed that           reflective tape, which is ideal for the design of tangible
children within group A were enthusiastic about the use of       interfaces for children.
real-world items as input devices and were highly                However, the current implementation does not allow the
motivated to enter cleaning-mode to take proper care of          game to determine whether the player utilized the correct
their virtual teeth. In this regard, we observed that children   cleaning instrument. This may be problematic if the game
within group A generally showed a higher willingness to          is played without supervision. Besides, we learned about a
cooperate with their peers than participants within group B.     number of usability issues regarding the setup process of
                                                                 the game during the focus group test, for instance
We believe that the increase in participants’                    establishing a Bluetooth connection between the WiiMote
communication can be accredited to the availability of           and a PC is rather difficult due to connectivity issues and
several input devices which encourages collaborative game        requires a level of technical expertise which should not be
play rather than indicating a 1:1 relationship between one       assumed. Furthermore, the current setup of the WiiMote
user and the system through a regular mouse and keyboard         and LED array is very prototypical (cf. Figure 3) and is not
setup.                                                           suitable for unsupervised use by children and teenagers yet.
The observations which were made during both playing
sessions were generally supported by children’s statements       FUTURE WORK
and comments in the context of the follow-up interview.          Future work will include the replacement of the camera
All of the subjects within group A claimed that they             WiiMote by a regular infrared camera to address
preferred cleaning-mode over nutrition-mode because it           connectivity issues and to facilitate the setup process which
allowed for the use of real-world items as input devices,        is required to play the game. This is especially important as
which they commented on as “fun”, “magic” and                    a comprehensive clinical study requires an increased level
“exciting”. Participants of group B reported that they           of usability regarding the technical installation as the
enjoyed playing the game but did not make any distinction        system needs to be set up by both teaching and medical
between both modes. When questioned about the user               staff. Additionally, we are planning on introducing a new
interface in particular, they explained that they found the      rack to carry the camera WiiMote and the LED array which
interface to be usable, but their comments did not show the      is suitable for repeated use in the context of a clinical study.
same curiosity and enthusiasm as those of participants           Besides, it is planned to add a basic logging system to the
within group A.                                                  game which tracks the most important in-game actions
performed by the player, such as the use of cleaning                Conference on Design & Children (IDC ’07):
instruments or the frequency of cleaning sequences during           Methodology, 9-16.
game play. Additionally, metadata such as the overall          6.   Falk, J. & Davenport, G. (2004): Live Role-Playing
playing time and high scores could be included in the               Games: Implications for Ubiquitous Computer Game
logfiles. Implementing a logging system offers the                  Interfaces. In: Proceedings of ICEC 2004.
opportunity of supporting possible general findings of the          International Conference on Entertainment Computing,
evaluation by individual player data, which may support             Eindhoven, 127-138.
the interpretation process of evaluation results.
                                                               7.   Gerling, K. & Masuch, M (2009). Serious Game
Additionally, our hypothesis regarding the activation of            Design using the Nintendo WiiMote: Motivating
implicit learning processes through tangible user interfaces        School Children to Improve Dental Hygiene. In:
for serious games needs to be tested within an evaluation of        Proceedings of ITECH 2009, Nottingham.
learning success. This includes the revision of additional
hypotheses concerning the transfer of factual knowledge as     8.   Ho, J.H., Zhou, S.Z.Y., Wei, D. & Low, A. (2009).
well as psychomotor aspects. We hope to conduct these               Investigating the Effects of Educational Game with Wii
tests in the context of a clinical study which is currently         Remote on Outcomes of Learning. In: Lecture Notes in
being prepared.                                                     Computer Science: Transactions on Edutainment III.
                                                                    Berlin und Heidelberg: Springer.
Furthermore, we would like to conduct further research
regarding the aspect of the development of game mechanics      9.   Karime, A., Hossain, M.A., Gueaieb, W. & Saddik,
in combination with didactic goals. The fusion of game              A.E (2009). Magic Stick: A Tangible Interface for the
elements and learning units to positively influence                 Edutainment of Young Children. Proceedings of the
children’s self-perception and thereby affect behavioral            2009 IEEE international conference on Multimedia
outcomes has previously been proven to be effective in the          and Expo, 1338-1341.
context of a serious game designed for children diagnosed      10. Kato, P.M., Cole, S.W., Bradlyn & A.S., Pollock, B.H.
with cancer [10], but has rarely been discussed from the           (2008). A Video Game Improves Behavioral Outcomes
perspective of serious game design.                                in Adolescents and Young Adults With Cancer: A
                                                                   Randomized Trial. Pediatrics, 122, 305-317.
ACKNOWLEDGMENTS
We would like to thank our project partners Prof. Dr. Elmar    11. Lee,       J.      (2008).        WiiMote       Project.
Hellwig and Johan Wölber of the School of Dentistry of the         http://johnnylee.net/projects/wii/    [last      access:
University Medical Center Freiburg for the creation of a           25/09/2009].
serious game for dental health and their excellent support     12. Li, Y. & Wang, W. (2002): Predicting Caries in
regarding all dental issues. Furthermore, we would like to         Permanent Teeth from Caries in Primary Teeth: An
thank Manuel Grundmann and Michael Mayer for their                 Eight-year Cohort Study. In: Journal of Dental
work on the game design and prototypical implementation            Research, 81 (8).
of the game within their graduate research project.
                                                               13. Marshall, P. (2007). Do tangible interfaces enhance
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