Abstract
Time travel games are a recent form of edutainment media having high potential in areas such as environmental education and prevention training. Time travel prevention games for purposes such as accident prevention in the industries are advantageous due to their conservation of resources including human health and lives. They are affective by allowing for unprecedented learner/player/trainee experiences, and they are effective due to the fascination of application-oriented game play including opportunities to influence the fate, the latter being less close to reality — but the more attractive and worth telling. Digital storyboarding is the ultimate design methodology allowing for properly dovetailing pedagogical and game design. It works simultaneously bottom-up, top-down, or both at once in interdisciplinary teams flexibly in space and time. Storyboarding is the organization of future learner/player/trainee experiences. The expressive power and the reach of digital storyboarding is due to its roots in dynamic plan generation for the mastery of disturbances in the industries. Storyboards are finite hierarchically structured families of graphs small in size encoding patterns of game design, principles of didactics, and their interference. The technology particularly supports the design of time travel adaptive to the players’ needs and goals aiming at affective experiences and effective learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Arnold, O.: Die Therapiesteuerungskomponente einer wissensbasierten Systemarchitektur für Aufgaben der Prozeßführung. Vol. 130 of DISKI, infix, St. Augustin, Germany (1996)
Arnold, S., Fujima, J., Jantke, K.P.: Storyboarding serious games for large-scale training applications. In: Foley, O., Restivo, M., Uhomoibhi, J., Helfert, M. (eds.) Proceedings of the 5th Intl. Conference on Computer Supported Education, pp. 651–655. SciTePress, May 2013, Aachen, Germany (2013)
Arnold, O., Jantke, K.P.: Therapy plan generation in complex dynamic environments. ICSI Report TR-94-054. International Computer Science Institute, Berkeley (1994)
Arnold, O., Jantke, K.P.: Therapy plans as hierarchically structured graphs. In: Fifth Intl. Workshop on Graph Grammars and their Application to Computer Science. Williamsburg, VA, USA, Nov 1994 (1994)
Arnold, O., Jantke, K.P.: Planning is learning. In: Dilger, W., et al. (eds.) Machine Learning, 1996 Annual Meeting of the GI Special Interest Group, Chemnitzer Informatik-Berichte CSR-96-06, pp. 12–17. TU Chemnitz (1996)
Arnold, O., Jantke, K.P.: AI planning for unique learning experiences: the time travel exploratory games approach. In: Csapó, B., Uhomoibhi, J. (eds.) Proc. of the 13th Intl. Conference on Computer Supported Education, CSEDU, vol. 1, pp. 124–132. SciTePress (2021)
Arnold, O., Jantke, K.P., Spundflasch, S.: Hierarchies of pervasive games by storyboarding. In: Proc. 5th Intl. Games Innovation Conference, IGIC 2013, Vancouver, Canada, Sept. 2013, pp. 8–15. IEEE Consumer Electronics Society (2013)
Björk, S., Holopainen, J.: Patterns in Game Design. Charles River Media, Hingham (2005)
Camilleri, V., Dingli, A., Montebello, M.: Gamify your classroom: a guidebook tool for an alternative pedagogical approach to class-based teaching. ERASMUS+ project document. https://toolkit-gbl.com/downloads/guidebook (2017). Last Accessed 13 April 2021
Dai, D.Y., Wind, A.P.: Computer games and opportunity to learn: Implications for teaching students from low socioeconomic background. In: Tobias, S., Fletcher, J.D. (eds.) Computer Games and Instruction, pp. 477–500. Information Age Publ (2011)
Fujima, J., Jantke, K.P., Arnold, S.: Digital game playing as storyboard interpretation. In: Proceedings of the 5th Intl. Games Innovation Conference, Sept. 2013, Vancouver, BC, Canada, pp. 64–71. IEEE Consumer Electronics Society (2013)
Gee, J.P.: Reflection on empirical evidence in games and learning. In: Tobias, S., Fletcher, J.D. (eds.) Computer Games and Instruction, pp. 223–232. Information Age Publ (2011)
Hirumi, A., Stapleton, C.: Applying pedagogy during game development to enhance game-based learning. In: Miller, C.T. (ed.) Games: Purpose and Potential in Education, pp. 127–162. Springer Verlag (2008)
Höfting, F., Lengauer, T., Wanke, E.: Processing of hierarchically defined graphs and graph families. In: Monien, B., Ottmann, T. (eds.) Data structures and efficient algorithms. LNCS, vol. 594, pp. 44–69. Springer, Heidelberg (1992). https://doi.org/10.1007/3-540-55488-2_21
Jantke, K.P.: Layered languages of ludology: the core approach. Diskussionsbeiträge 25, Inst. Medien- und Kommunikationswissenschaften, TU Ilmenau (2006)
Jantke, K.P.: Patterns of game playing behavior as indicators of mastery. In: Ifenthaler, D., Eseryel, D., Gee, X. (eds.) Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives, pp. 85–103. Springer Verlag, New York, Heidelberg Dordrecht, London (2012)
Jantke, K.P.: Pedagogical patterns and didactic memes for memetic design by educational storyboarding. In: Arnold, O., Spickermann, W., Spyratos, N., Tanaka, Y. (eds.) WWS 2013. CCIS, vol. 372, pp. 143–154. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-38836-1_12
Jantke, K.P.: https://www.praeventionstag.de/nano.cms/vortraege/begriff/Time-Travel-Prevention-Games?sb=Time+Travel+Prevention+Games (2015). Last Accessed 15 Mar 2021
Jantke, K.P., Gaudl, S.: Taxonomic contributions to digital games science. In: Bradbeer, R., Ahmadi, S. (eds.) Proc. 2nd Intl. Games Innovation Conference, IGIC 2010, pp. 27–34. IEEE Consumer Electronics Society (2010)
Jantke, K.P., Knauf, R.: Didactic design through storyboarding: standard concepts for standard tools. In: Baltes, B.R., et al. (eds.) First Intl. Workshop on E-Learning Technologies and Applications, Jan. 2005, Cape Town, South Africa, pp. 20–25. Computer Science Press, Trinity College, Dublin, Ireland (2005)
Jantke, K.P., Spundflasch, S.: Storyboarding pervasive learning games. In: Tan, D. (ed.), Proc. Intl. Conf. Advanced Information and Communication Technology for Education, ICAICTE 2013, Hainan, China, Sept. 2013, pp. 42–53. Atlantis Press (2013)
Kaschek, R.H.: Intelligent Assistant Systems: Concepts. Techniques and Technologies. Idea Group Publ, Hershey, London, Melbourne, Singapore (2007)
Kirsten, D.: Properties of formal languages of therapy plans created by graph grammars. In: Kutrib, M., Worsch, T. (eds.) 5. Theorietag der Fachgruppe 0.1.5 der Gesellschaft für Informatik, Schloss Rauischholzhausen, Sep. 1995, pp. 132–142, Bericht 9503, Dec. 1995. Justus-Liebig-Univ. Giessen, Germany (1995)
Krebs, J., Jantke, K.P.: Methods and technologies for wrapping educational theory into serious games. In: Zvacek, S., Restivo, M.T., Uhomoibhi, J., Helfert, M. (eds.) Proc. 6th Intl. Conf. Computer Supported Education, CSEDU 2014, Barcelona, Spain, May 2014, pp. 497–502. SciTePress (2014)
Kreuzberger, G., Lunzer, A., Kaschek, R.H.: Interdisciplinary Advances in Adaptive and Intelligent Systems: Concepts, Techniques, Applications, and Use. IGI Global (2011)
Lenerz, C.: Layered languages of ludology. In: Beyer, A., Kreuzberger, G. (eds.) Digitale Spiele – Herausforderung und Chance, pp. 39–52. VWH, Boitzenburg, Germany (2009)
Montola, M., Stenros, J., Wærn, A.: Pervasive Games: Theory and Design. Morgan Kaufmann Publ./Elsevier (2009)
Acknowledgments
The authors gratefully acknowledge an anonymous reviewer’s fruitful suggestions. Particularly exciting was his challenge to have a closer look at the distinction between virtual time travel for a training purpose back to the past and forward to the future. Taking up this challenge led the authors to a few ideas reflected in Sect. 4.3 above.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Arnold, O., Franke, R., Jantke, K.P., Wache, HH. (2022). Dynamic Plan Generation and Digital Storyboarding for the Professional Training of Accident Prevention with Time Travel Games. In: Guralnick, D., Auer, M.E., Poce, A. (eds) Innovations in Learning and Technology for the Workplace and Higher Education. TLIC 2021. Lecture Notes in Networks and Systems, vol 349. Springer, Cham. https://doi.org/10.1007/978-3-030-90677-1_1
Download citation
DOI: https://doi.org/10.1007/978-3-030-90677-1_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-90676-4
Online ISBN: 978-3-030-90677-1
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)