Abstract
Taiwan experiences typhoons on a yearly basis, and the accompanying heavy rain often causes flooding and damage. Local decision makers invest heavily in flood prevention measures and thus need to allocate resources wisely to minimize the destruction caused. To educate future decision makers, we developed a flood game to encourage players’ active learning by exploration. The game design is based on “Shikakeology” and “game-initiated learning” methods. Through the design of the game, a change in behavior is initiated by allowing players to face real-world flooding problems and discuss problems related to flood disaster management. Following gameplay, the instructors will introduce information useful in solving flood-related problems. From the feedback of review meetings, game-initiated learning was recognized as an educational method with great potential in teaching disaster management. Five public activities have been held, including three high school camps and two exhibitions. Among the students who participated in the high school camps, 92 % of the students thought the game was helpful in teaching disaster prevention strategies. Ninety-six percentage of those that attended the exhibitions said they would like to play the game again, and 98 % of the participants indicated that they would pay more attention to the issues surrounding disaster prevention. This indicates that game-initiated learning is able to stimulate learning for the participants.
Similar content being viewed by others
References
Abe A (2013) Shikake as affordance and curation in chance discovery. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Amory A, Naicker K, Vincent J, Adams C (1999) The use of computer games as an educational tool: identification of appropriate game types and game elements. Br J Educ Tech 30(4):311–321. doi:10.1111/1467-8535.00121
Andrews A (2010) The butterfly effect: how your life matters. Thomas Nelson
Annetta LA, Lamb R, Bowling B, Cheng R (2011) Assessing engagement in serious educational games: the development of the student engaged learning in a technology rich interactive classroom, improving learning and motivation through educational games: multidisciplinary approaches. IGI global, Pennsylvania, pp 310–329
Appelman R (2005) A key focus for immersive learning environments. TechTrends 49(3):64–74. doi:10.1007/BF02763648
Charles D, McAlister M (2004) Integrating ideas about invisible playgrounds from play theory into online educational digital games. Entertainment Computing—ICEC 2004. Lect Notes Comput Sci 3166:598–601. doi:10.1007/978-3-540-28643-1_79
Colarusso CA (1993) Play in adulthood. Psychoanal Study Child 48:225–245
Crawford C (1984) The art of computer game design. McGraw-Hill, California
Dilley M, Chen RS, Deichmann U, Lerner-Lam AL, Agwe M, Agwe J, Buys P, Kjekstad O, Lyon B, Yetman G (2005) Natural disaster hotspots: a global risk analysis. The World Bank, Washington, D.C., USA
Dole A (2010) Gaming for behavior change. Slideshare. http://www.slideshare.net/adamdole/gaming-for-behavior-change. Accessed 10 November 10 2013
Dufty N (2008) A new approach to community flood education. Aust J Emerg Manag 23(2):4–8
Ebner M, Holzinger A (2007) Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Comput Educ 49(3):873–890. doi:10.1016/j.compedu.2005.11.026
Fujiwara T, Yamada F, Okuyama M, Kamimaki I, Shikoro N, Barr RG (2012) Effectiveness of educational materials designed to change knowledge and behavior about crying and shaken baby syndrome: a replication of a randomized controlled trial in Japan. Child Abuse Negl 36(9):613–620. doi:10.1016/j.chiabu.2012.07.003
Gee JP (2003) What video games have to teach us about learning and literacy. ACM computers in entertainment. http://cie.acm.org/articles/what-video-games-have-to-teach-us-about-learning-and-literacy/. Accessed 10 November 2013
Haferkamp N, Krämer NC (2010) Disaster readiness through education—training soft skills to crisis units by means of serious games in virtual environments. The 5th European conference on technology enhanced learning conference on sustaining TEL: from innovation to learning and practice, Springer-Verlag, Barcelona, Spain. 28 September—1 October. pp. 506–511
Haring P, Chakinska D, Ritterfield U (2011) Understanding serious gaming: a psychological perspective, improving learning and motivation through educational games: multidisciplinary approaches. IGI Global, Pennsylvania, pp 413–430
Inclezan D (2013) A logic-based methodology for the formalization of shikake principles and examples. AAAI 2013 Spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Kato F (2013) Designing a “Shikake” to revitalize local community: a case of Miyakejima University Project. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Kebritchi M, Hirumi A (2008) Examining the pedagogical foundations of modern educational computer games. Comput Educ 51(4):1729–1743. doi:10.1016/j.compedu.2008.05.004
Klopfer E, Osterweil S, Salen K (2009) Moving learning games forward: obstacles, opportunities and openness. The education arcade. http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf. Accessed 10 November 2013
Koster R (2005) A theory of fun for game design. A theory of fun. http://www.theoryoffun.com/. Accessed 10 November 2013
Lave J, Wenger E (1991) Situated learning: legitimate peripheral participation. Cambridge University Press, Cambridge
Lin Chen S, Tsai MH, Kang SC, Lai JS (2012) Prototyping interactive games for water and disaster education. The conference for disaster management in Taiwan, Taipei, Taiwan. 16 November
Lin Chen S, Tsai MH, Chang YL, Kang SC (2013) Game-initiated learning: a case study for disaster education research in Taiwan. AAAI 2013 Spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Malone TW (1980) What makes things fun to learn? Heuristics for designing instructional computer games. The 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, Palo Alto, California, USA. 19 September. pp. 162–169
Matsumura N (2012) Shikakeology. http://shikakeology.org. Accessed 20 April 2014
Matsumura N (2013) A shikake as an embodied trigger for behavior change. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Matsumura N, Fruchter R (2013) Shikake trigger categories. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Mayer RE (2001) Multimedia learning. Cambridge University Press, Cambridge
Michael D, Chen S (2006) Serious games: games that educate, train, and inform. Thomson Course Technology PTR, Boston
Mitchel R (1998) Technologies for lifelong kindergarten. Educ Technol Res Dev 46(4):43–55. doi:10.1007/BF02299672
Oka S, Yamane S, Matsumura N (2013) Boiled pumpkin as a nudge: evidence from a university Cafeteria. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Piaget J (1951) Play, dreams, and imitation in childhood. W. W. Norton and Company, Inc., New York
Prensky M (2001) Digital game-based learning. Paragon House Ed edition. New York, USA
Prensky M (2003) Digital game-based learning. ACM computers in entertainment. http://cie.acm.org/articles/digital-game-based-learning/. Accessed 10 November 2013
Rieber LP (1996) Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games. Educ Technol Res Dev 44(2):43–48. doi:10.1007/BF02300540
Salen K, Zimmerman E (2004) Rules of play. The MIT Press, Harvard
Schank RC, Berman TR, Macpherson KA (1999) Learning by doing. Instructional-design theories and models. A new paradigm of instructional theory, Mahwah
Sheffield B (2005) What games have to teach US: an interview with James Paul Gee. Game Dev 12(10):4–9
Singer MAL (2008) Digital education for the millennial generation. Norwich University office of communications. http://www.norwich.edu1/-about/news/2008/021508-digitalEducation.html. Accessed 2 January 2013
Svingby G, Nilsson EM (2011) research review: empirical studies on computer game play in science education, improving learning and motivation through educational games: multidisciplinary approaches. IGI Global. Pennsylvania, USA, pp 1–28
Takatalo J, Miller D, Häkkinen J (2013) Experience, engagement, and shikake. AAAI 2013 spring symposium series: designing triggers for behavior change, Stanford, California. 25–27 March
Tsai MH, Huang SM, Kang SC, Lai JS (2013) Disaster information supported system. J Disaster Manag 2(2):21–33 (In Chinese)
Wen MC, Tsai MH, Kang SC (2013) Flood game: an alternative approach for disaster education. The 13th International conference on construction applications of virtual reality, London, UK. 30–31 October
Wenger E (1998) Communities of practice: learning, meaning, and identity. Cambridge University Press, Cambridge
Whitton N (2010) Learning with digital games: a practical guide to engaging students in higher education. Routledge, New York
Wolfe J, Crookall D (1998) Developing a scientific knowledge of simulation/gaming. Simul Gaming 29(1):7–19. doi:10.1177/1046878198291002
Wu CC (2013) Typhoon Morakot: key findings from the journal TAO for improving prediction of extreme rains at landfall. Bull Am Meteorol Soc 94:155–160. doi:10.1175/BAMS-D-11-00155.1
Acknowledgments
This research is supported by Taiwan’s National Science Council (NSC) under contract 101-2515-S-002-002. The authors are grateful to the project’s contributors from National Taiwan University: Sarah Chen Lin, Kai-Lin Kao, You-Rong Kuo, Pei-Yen Liao, Ting-Ju Chen, Da-Yio Tseng, Chih-Tian Shih, Yi-Zhi Tsai, Ting-Ying Chang Jian, and Ting-Ju Chen. The authors further thank our project reviewers Prof. Ko-Chiu Wu from the National Taipei University of Technology, Dr. Renate Fruchter from Stanford University, Prof. Jing-Yuin You from National Taiwan University, Prof. Chang-E Zhou from the Taiwan Institute of Economic Research, Prof. Yu-Chen Lin from National Taiwan University, Dr. Jihn-sung Lai and Pi-Yun Lee from the Center for Weather Climate and Disaster Research, and Dr. Jin-Cheng Fu and Dr. Shen Chiang from National Science and Technology Center for Disaster Reduction for guiding the students and reviewing the educational methods. Finally, we would like to acknowledge our gratitude for the supports from the Department of Civil Engineering, National Taiwan University, Hu-Wei high school, Chung Hsing University, and National Taiwan Science Education Center during camps and Exhibitions.
Author information
Authors and Affiliations
Corresponding authors
Rights and permissions
About this article
Cite this article
Tsai, MH., Wen, MC., Chang, YL. et al. Game-based education for disaster prevention. AI & Soc 30, 463–475 (2015). https://doi.org/10.1007/s00146-014-0562-7
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00146-014-0562-7