Pons Lelardeux, Catherine and Panzoli, David
and Lagarrigue, Pierre and Jessel, Jean-Pierre
Making Decisions in a Virtual Operating Room.
(2016)
In: 17th International Conference on Collaboration Technologies and Systems (CTS 2016), 31 October 2016 - 4 November 2016 (Orlando, United States).
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(Document in English)
PDF (Author's version) - Requires a PDF viewer such as GSview, Xpdf or Adobe Acrobat Reader 423kB |
Official URL: https://doi.org/10.1109/CTS.2016.0040
Abstract
Immersive Serious Games are collaborative virtual environments where learners are enabled to follow scripted educational activities by interacting in the virtual environment. The joint activity of several users requires the ability to make collective decisions, ideally preceded by an argumentation. During a decision process, opinions are given, arguments are used to back up the opinions, and a decision is made accordingly (or not). One critical feature of a serious game concerns the evaluation of the learners during, or most currently after, the game session. From an educational point of view, this evaluation considers that the argumentation preceding the decision is more important than the decision itself. Yet, the argumentation usually escapes the understanding of the game since the users argue verbally. Channeling the decision making within the boundaries of what a game or a computer system is able to comprehend is an important challenge in immersive learning games. In order to do so, we present the decision feature that we have developed and introduced in a learning game called 3D Virtual Operating Room. Users are enabled to collect information pertaining to the virtual environment. By means of a dedicated activity, users are enabled to make collaborative decisions with as much expressiveness as in real life, that is: expressing their opinion and advancing arguments supporting their opinions; or, should they be convinced by others, changing their mind and withdrawing their arguments. The decision system has been experimented by multiple teams of players and its usefulness has been highlighted by qualitative results. Future work aims to provide further evidence that the collaborative decision system is apt for assessment in a pedagogical context.
Item Type: | Conference or Workshop Item (Paper) |
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Additional Information: | Thanks to IEEE editor. The definitive version is available at http://ieeexplore.ieee.org This papers appears in Proceedings of CTS 2016. Electronic ISBN: 978-1-5090-2300-4 The original PDF of the article can be found at: https://ieeexplore.ieee.org/document/7870978/ Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. |
HAL Id: | hal-01787391 |
Audience (conference): | International conference proceedings |
Uncontrolled Keywords: | |
Institution: | French research institutions > Centre National de la Recherche Scientifique - CNRS (FRANCE) Université de Toulouse > Institut National Polytechnique de Toulouse - Toulouse INP (FRANCE) Université de Toulouse > Université Toulouse III - Paul Sabatier - UT3 (FRANCE) Université de Toulouse > Université Toulouse - Jean Jaurès - UT2J (FRANCE) Université de Toulouse > Université Toulouse 1 Capitole - UT1 (FRANCE) Université de Toulouse > Institut National Universitaire Champollion - INU (FRANCE) |
Laboratory name: | |
Funders: | KTM Advance company - Novamotion company - The scientific interest group Serious Game Research Network - University Hospital of Toulouse (France) - French National Funding: Bpifrance Financement. |
Statistics: | download |
Deposited On: | 19 Apr 2018 13:45 |
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