Role-based Multi-media Educational Games

Brian M. Slator, Computer Science Dept., NDSU

Graphically Advanced Multi-media Educational Simulations (GAMES) are implemented to support Reality-Oriented Learning Experiences (ROLEs). In educational games of this type, a player is:

  • immersed into a synthetic environment, and
  • given a goal or goals to achieve in that context.

Then, with the assistance of:

  • context-sensitive help,
  • relevant expert advice,
  • software tutoring agents, and
  • cues provided by the environment itself

The player sets about

  • solving problems,
  • achieving goals,
  • "learning by doing" and
  • learning to "think like an X"

The following are currently active GAMES projects at NDSU:

  1. the NDSU Dollar Bay game -- a graphical, multi-user, simulated environment for teaching micro-economics;
  2. the NDSU Retailer Project -- a web-based project to provide theory and practice in retailing
  3. the Geology Explorer -- a text-based exploratory environment to teach the Geosciences (developed in collaboration with Drs. Schwert and Saini-Eidukat).

Role-based Educational Games

  • Play GAMES (Graphically Advanced Multi-user Educational Simulation)
  • Assume a ROLE (Reality-Oriented Learning Experience) in a simulated environment
  • Learn by "DOING"
    (thus assuming a role in that environment and
    learning to "think" in the way prescribed by the role)
    • Depends on authentic experiences
    • Learning is contextualized
    • Graphical user interface

Example: The Dollar Bay Game

Multi-user Environments

  • Supports the "spatial" metaphor
  • Typically results in competitive situations
  • Potential exists for cooperative learning, too

Web-based Instruction

  • Course in Web design and implementation that produces another course on Retailing
  • Course contains approximately 40 modules on different sub-topics within retailing
  • Attempts to support Active Learning
    • By implementing a "highly graphical, highly interactive" presentation in each module
    • By creating a game-like presentation
      • where learners are presented with an authentic task
      • where learners are given choices/decisions to make in accomplishing that task
  • Implements a self-paced "learn by doing" environment
  • Provides distance education (via the World Wide Web)

Example: The Retailer Education Project

Example: The Restauranter Education Project

Exploratory Learning

  • A spatially oriented multi-user environment
  • Intended to teach Scientific Problem Solving (deductive reasoning)
  • Takes the "learn by doing" approach by
    • Immersing learners in an authentic environment
    • Assigning learners an authentic Geoscience goal in the context of that environment
    • Providing learners with context sensitive help and expert advice
    • Providing simulated tools and artifacts implemented as object-oriented "agents"
  • Near term plans include
    • Deductive software tutoring agents
    • Text-to-Graphic development Curve

Example: The Geology Explorer: Voyage to Oit

The Future

  • A Theory of Abstract and Concrete Roles
  • Software Tools for GAMES Development
  • Case-based Teaching with software tutoring agents based on expert cases and student success and failure.


Version history: 27Aug97; 16Dec97; 27May01

e-mail: slator@cs.ndsu.edu