12 results on '"Graven, Olaf Hallan"'
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2. Using games for learning : developing a methodological approach
- Author
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Graven, Olaf Hallan, MacKinnon, Lachlan M., and Fortuna, Henry
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371.33 - Abstract
This thesis presents an investigation into the use of computer games technology and techniques in the creation of a games-based learning environment. This could support the principle of enhancing student learning through the engagement and motivation evident in computer games, with the added benefits of reinforcement through reuse, and socialisation. An additional benefit of a games approach is the natural support for constructivist pedagogy. The research commenced with a survey of existing learning technology and games for learning. From this it was clear that there are issues with current virtual learning environments, and the investigation showed that these are unsuited to support games- based learning. It was also clear that a number of existing games for learning built for purpose have been successful, but there are issues over reusability. The conclusion from the survey and other background research done for this thesis was that the development of a learning environment utilising a games engine could be an appropriate basis for the creation and configuration of reusable integrated games for learning. The selection of a games engine for this development meant that a consideration of extending the capability of the engine to support a learning environment was required. This led to an investigation of adding full assessment capabilities and an initial investigation were carried out which showed this to be feasible but more investigation of online assessment techniques are required. Utilising the games engine as a learning environment a series of studies considering the integration of learning material into computer games were carried out. The rationale for these studies was to investigate the effectiveness of different models of integration and reusability of games configured in this way. Following a user evaluation and analysis a further study extending the capability of one particular approach, that of embedding learning material into a pre-authored game, demonstrated the outcomes that the research was seeking. From this a methodological approach for the design of a games based learning environment and a conceptual design for the authoring of an embedding approach to integrating learning material within a games context was described, and finally the contribution to the body of knowledge was clarified.
- Published
- 2010
3. A consideration of the use of plagiarism tools for automated student assessment
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Graven, Olaf Hallan and MacKinnon, Lachlan Mhor
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Educational technology -- Research ,Plagiarism -- Social aspects ,Plagiarism -- Control ,Virtual reality -- Usage ,School environment -- Evaluation ,Students -- Rating of ,Students -- Technology application ,Technology in education ,Virtual reality technology ,Technology application ,Business ,Education ,Electronics ,Electronics and electrical industries - Abstract
In this paper, the authors evaluate the flexibility and richness of two well-established text analysis plagiarism tools, through a consideration of the use of plagiarism detection software as a mechanism for the automated assessment of student-created narrative in a virtual learning environment (VLE). The authors are currently engaged in a project creating a prototype VLE, using technologies for multilevel and multiplayer games, based on the inherent support such an environment would provide for constructivist learning, engagement, and contextual socialization. Progress between levels in the VLE will be based on the creation, by the student, of a narrative linking together a number of conceptual elements obtained through game-play at that level. Support for the narrative creation process will help the student to contextualize the conceptual elements, providing the necessary linking elements or themes to enable the student to produce a coherent description of their understanding of the concepts. A particular challenge in such environments is the need for fast, real-time feedback to students to maintain the level of engagement and to support the game-play metaphor. Additionally, the student must be able to make as many attempts to progress as they need and it will be their decision when and how often to submit for assessment. Since the student narrative will be in a textual form and can therefore be related to a sample solution narrative, generated by the author of the level within the learning environment, the idea of using plagiarism detection software as the mechanism for automated comparison and assessment was considered appropriate for investigation. While the limitation of such tools would appear to be that they are seeking direct copies of text elements, the authors wanted to investigate whether they offered sufficient richness and fuzziness to detect common conceptually-linked texts. The initial decision was to experiment with text-analytic tools, since they are both widely used and readily available. The tools chosen were TurnItIn, a commercial tool provided to the U.K. higher education community by the U.K. Joint Information Systems Committee (JISC), and VALT/VAST, a set of tools created at the Centre for Interactive Systems Engineering at London South Bank University, London, U.K., the workings of which are based on recognized and well-published research. An experiment using a small group of students in a traditional assessment situation was carried out, and is described in detail. The rationale for this approach was that there is not yet a fully working prototype of the VLE in which to carry out such an experiment, but that the conditions necessary to test the hypothesis that plagiarism tools could be utilized for such a purpose could be replicated sufficiently to make such an experiment viable. The results of the experiment demonstrated neither a correlation between the sample solution and student solutions, nor any correlation between the individual student solutions, proving the null hypothesis. This result demonstrates that these tools are not useful for the development of automated assessment within the VLE, and the authors are now giving consideration to the use of lexical analysis/tokenizer and other tools. However, it also suggests that these text-analytic plagiarism tools are too firmly focused on direct copy, which does raise the question of whether or not they offer enough richness and fuzziness to detect a sophisticated plagiarism attempt using, for example, text replacement tools. An ongoing close relationship between research in automated assessment and plagiarism detection is also proposed, to achieve mutual benefit. Index Terms--Automated assessment, formative and summative assessment, games-based virtual learning environment, plagiarism detection tools, student-created-narrative-based assessment.
- Published
- 2008
4. The use of a Bespoke Computer Game For Teaching Analogue Electronics
- Author
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Graven, Olaf Hallan and Samuelsen, Dag Andreas Hals
- Subjects
analogue electronics ,computer games for learning ,ComputingMilieux_PERSONALCOMPUTING ,virtual reality ,e-learning - Abstract
An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results., {"references":["O. H. Graven and L. M. MacKinnon, \"Exploitation of games and virtual\nenvironments for e-learning,\" presented at the ITHET, Sydney, Australia, 2006.","O. H. Graven and L. MacKinnon, \"Learning C++ using an MMORPG\nwith embedded learning content,\" presented at the Global Learn, Penang, Malaysia, 2009.","O. H. Graven, et al., \"A Blended Learning Exercise using a Computer\nGame based on Abstract Learning Materials,\" presented at the ICL,\nVillach, Austria, 2009.","L. Henderson, \"Video Games: A Significant Cognitive Artifact of\nContemporary Youth Culture,\" presented at the DiGRA, Vancouver,\nCanada, 2005.","O. H. Graven and L. M. MacKinnon, \"A survey of current state of the\nart support for lifelong learning,\" presented at the ITHET, Juan Dolio,\nDominican Republic, 2005.","D. Freeman, Creating emotion in games: the craft and art of\nemotioneering. Indianapolis, Ind.: New Riders, 2004.","D. R. Bielenberg and T. Carpenter-Smith, \"Efficacy of story in multimedia training,\" Journal of Network and Computer Applications,\nvol. 20, 1997.","O. H. Graven and L. M. MacKinnon, \"Prototyping a Games-Based\nEnvironment for Learning,\" presented at the eLearn, Las Vegas, US, 2008.","M. Csikszentmihalyi and I. Csikszentmihalyi, Beyond boredom and anxiety. San Francisco ,: Jossey-Bass, 1975.\n[10] L. Galarneau, \"The eLearning Edge: Leveraging Interactive Technologies in the Design of Engaging, Effective Learning\nExperiences,\" presented at the e-Fest, Wellington, New Zealand, 2004.\n[11] K. Kiili, \"Digital game-based learning: Towards an experiential gaming\nmodel.pdf,\" Internet and Higher Education, vol. 8, pp. 13-24, 2005.\n[12] T. Manninen, \"Interaction Forms and Communicative Actions in Multiplayer Games \" Game studies, vol. 3, 2003.\n[13] C. Kolo and T. Baur, \"Living a Virtual Life: Social Dynamics of Online\nGaming,\" Game studies, vol. 4, 2004.\n[14] O. H. Graven and L. MacKinnon, \"Prototyping Games-Based\nEnvironments for learning C++ programming,\" presented at the HCI\nEducators, Dundee, UK, 200"]}
- Published
- 2012
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5. Setup to Investigate Game-Based Model for Presenting Analogue Electronics Learning Material.
- Author
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Graven, Olaf Hallan
- Subjects
MOBILE learning ,EDUCATIONAL games ,COURSEWARE ,DISCOVERY method (Teaching) ,STORYTELLING in education - Abstract
This paper describes a implementation of a design for a game based virtual learning environment. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This overall task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, the game is designed in such a way as to discourage a trial-and-error approach. The consequences of a wrong choice will be given in a safe, but realistic setting. The learning material is modelled in a MMORPG environment using storytelling and a virtual gaming environment. [ABSTRACT FROM AUTHOR]
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- 2015
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6. An Online Game-Based Learning System for STEM Knowledge and Role Models - the Masters of STEM Project.
- Author
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Mackinnon, Lachlan, Graven, Olaf Hallan, and Bacon, Liz
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DISTANCE education ,GAMIFICATION ,STEM education ,TECHNOLOGICAL innovations ,PARTNERSHIPS in education - Abstract
The Masters of STEM project seeks to excite young people about the positive impact of STEM (Science, Technology, Engineering & Mathematics) research and innovation, both throughout history and in the current day, and to introduce and reinforce positive role models from the STEM community. The purpose is to promote broader knowledge of STEM and the impact it has had on society, and to encourage more young people to undertake higher education and follow careers in STEM. The project already has partners in Europe, USA and Brazil, and continues to grow the partnership and funding base. At the core of the project is the development and deployment of an online game platform, supporting users playing short game scenarios developed by the project, and allowing them to develop their own scenarios utilising characters developed by the project to represent the role models we identify, the Masters of STEM. The game platform will support multi-lingual versioning, and role models will be identified and characterised for the scenarios at both global and local level. Rules and constraints will be applied at character level to ensure the scenarios developed by users are within acceptable limits of behaviour and activity. A number of types of scenarios will be developed, offering interest and engagement for users of all ages, from infant to adult, and this will permit the development of a user community generating their own content for the platform. The project will disseminate these outcomes widely throughout the world, particularly through the schools networks. To achieve this, websites will be developed by the project partners providing localised information on STEM activities, careers and opportunities in different regions. This will permit the development of region-specific linguistic and cultural representation of information, and identification of role models, both real and media-generated. Information on these role models will feed through to the game platform, which will be linked to these websites to provide both general and region-specific scenarios. The project partners will also use online surveys to capture information on young peoples attitudes towards STEM, positive views on characters from the STEM community, and interest in games. Initial work on the games platform has already begun, based on the Unity games engine and existing work on the scenario-authoring tool from the Pandora+ platform. Contact has been established with a number of media groups to ascertain the potential to use media characters as STEM role models, e.g. Big Bang Theory & CSI characters, and, where possible, real individuals will be approached to give their permission for their images and stories to be used in the system. Historical characters should not require such permissions, but the project will ensure that all characters are treated with respect, and the system will not permit inappropriate scenarios to be generated. User evaluation of the system will be sought continuously through feedback surveys, frequency of use measures, and user ratings. Impact measures will be established by agreement with the wider community. [ABSTRACT FROM AUTHOR]
- Published
- 2015
7. Extending the Design of Games for e-Learning to Include Affective Computing Elements.
- Author
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Graven, Olaf Hallan, Mackinnon, Lachlan, and Bacon, Liz
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ELECTRONIC games ,MOBILE learning ,EDUCATIONAL technology ,AFFECTIVE education ,EMOTIONS ,LEARNING - Abstract
The use of human emotion in learning situations has been a feature of learning and training since earliest times, since it has been seen to improve the speed of uptake and the personalisation of the learning process. In recent years, research in affective computing has focused on providing realistic and appropriate representations of human emotions both in computer software and the variety of digital environments with which we engage, and, as a result, using these to create more realistic emotional interactions between humans and computers. A strong driver in this activity has been the games industry, seeking to make games more realistic and engaging, both for entertainment and, more recently, through the growth of serious games offering visualisation and simulation of real-world scenarios using games technologies. The authors have been involved for some time in research on the use of games for e-learning, and this paper considers the use of affective computing techniques within such games. The benefits are seen as greater engagement and immersion of students, faster achievement of suspension of disbelief, willingness to reuse and revisit learning materials, and the potential to introduce realistic emotions and stresses into the learning situation. Two similar but contrasting approaches, from the Pandora and Maritime City projects, are also discussed. The Maritime City project has developed a training scenario for social workers, based on a well-known child abuse case, using an avatar-based, first party game environment. The scenario is used as a training aid during interactive sessions, with the trainees critiquing the approach taken, analysing the issues presented, and role-playing alternative approaches. The Pandora project has developed an augmented reality training environment for Gold Commander crisis management, modelling and presenting real-world crisis situations as a timeline-based event network. The trainees are presented with a range of media inputs relating to the events as they unfold in the scenario, and are expected to collaboratively make decisions to deploy manpower and resources to address these events, in a timely fashion. Both projects seek to engender the stresses and emotional affects of their scenarios within the trainees, using accurate representation of the events, time constraints, and decision-making pressures, alongside the immersive effects of the technologies used. The conclusion from both projects, and from our other research, is that affective computing techniques can significantly enhance games for e-learning, but only if skilfully applied and with strong production values, as poor application of affective techniques can render a game unusable and laughable. [ABSTRACT FROM AUTHOR]
- Published
- 2014
8. Rise and fall of remote labs: Or perhaps not?
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Martins Ferreira, Jose Manuel and Graven, Olaf Hallan
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- 2014
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9. Tutorial project for a joint module in smart systems for Bachelor students in electrical and computing engineering.
- Author
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Graven, Olaf Hallan and Samuelsen, Dag A. H.
- Abstract
This paper describes the tutorial project in a joint module for both electrical and computer engineering students in the third year of a bachelor degrees. The main aim is to introduce challenges for the students that are recognised to give a taste of real life and at the same time set tasks that require background knowledge from both electrical and computing engineering. The tutorial project has been run as parts of various other modules previously and the opportunity to combine the complete project has only recently been possible. The project brings together the real life analogue world, using sensors and actuators, with the digital world of computers using decisions support systems and remote control over internet. [ABSTRACT FROM PUBLISHER]
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- 2012
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10. Exploitation of games and virtual environments for e-learning.
- Author
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Graven, Olaf Hallan and MacKinnon, Lachlan
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- 2006
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11. A Computer Game Modelling Routing in Computer Networks as Abstract Learning Material in a Blended Learning Environment.
- Author
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Graven, Olaf Hallan, Hansen, Hallstein Asheim, and MacKinnon, Lachlan
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VIDEO game development ,ROUTING (Computer network management) ,COMPUTER network management ,COMPUTER assisted instruction ,TEACHING aids ,BLENDED learning ,MAZE puzzles - Abstract
We use routing in computer networks as an experiment to determine the viability of using a computer game specifically designed to incorporate abstract learning materials as part of a blended learning environment. Routing is the process of determining a data packet's path trough a network. The students participating in the experiment play a short computer game where the word is a network modelled as a labyrinth. The conclusion we draw from the experiment is that overall the students felt that they learned just as much from this as from a traditional lecture/ lab, but that they enjoyed this more. [ABSTRACT FROM AUTHOR]
- Published
- 2009
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12. Work in progress: Software for remote laboratories designed with the focus on learners.
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Graven, Olaf Hallan and Samuelsen, Dag Andreas Hals
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The work presented here has a focus on the software controlling the remote laboratory in the context of pedagogy. This in contrast to the traditional focus when developing remote laboratories, which has been on functional performance as seen from an engineers' perspective: number of functions to perform, similarity to the physical laboratory it should imitate, scheduling of experiment, etc. As the supervisor is removed from the scene in the transition from physical to remote laboratories, the remote laboratory environment must facilitate the student-teacher interaction in a more or less automated manner. A list of requirement for the software controlling the remote laboratory environment has been developed where focus is set on ease of setup, access and readability, integrity of the hardware, protection from misuse, and support for learning. We here present a preliminary report on the implementation of such a system. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
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