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Practice Marketing is a serious game designed to teach the introductory principles of marketing to college students. The game was built for McGraw-Hill Higher Education to serve as a learning tool that would support multiple introductory curricula and textbooks. Practice Marketing is the first in a line of games envisioned by McGraw-Hill for multiple higher education subjects that will provide a consistent user experience, look and feel, and common elements. In this chapter, we introduce the design and development process we followed in creating Practice Marketing and summarize some of the lessons we learned in our effort.
Introduction
At Muzzy Lane, we believe that well-designed games offer a compelling medium to give students the means and the vehicle to personally interact with educational content. By designing games in which the core game mechanic reinforces the key learning objectives, as well as by using feedback systems that correlate to valid assessment metrics, serious game developers can provide a better alternative to current methods of instruction. And we know that today’s students – from kindergarten to grad school – are willing to spend hours and hours in front of a console or a computer when they’re playing games they find engaging.
Every co-c.e. closed set (Π01 class) in Cantor space is represented by a co-c.e. tree. Our aim is to clarify the interaction between the Medvedev and Muchnik degrees of co-c.e. closed subsets of Cantor space and the Turing degrees of their co-c.e. representations. Among other results, we present the following theorems: if v and w are different c.e. degrees, then the collection of the Medvedev (Muchnik) degrees of all Π01 classes represented by v and the collection represented by w are also different; the ideals generated from such collections are also different; the collections of the Medvedev and Muchnik degrees of all Π01 classes represented by incomplete co-c.e. sets are upward dense; the collection of all Π01 classes represented by K-trivial sets is Medvedev-bounded by a single Π01 class represented by an incomplete co-c.e. set; and the Π01 classes have neither nontrivial infinite suprema nor infima in the Medvedev lattice.
The subtyping relation defined for dyadic session type theories may compromise the liveness of multi-party sessions. In this paper, we define a fair subtyping relation for multi-party session types that preserves liveness, we relate it with the subtyping relation for dyadic session types and provide coinductive, axiomatic and algorithmic characterizations for it.
The use of interactive theorem provers to establish the correctness of critical parts of a software development or for formalizing mathematics is becoming more common and feasible in practice. However, most mature theorem provers lack a direct treatment of partial and general recursive functions; overcoming this weakness has been the objective of intensive research during the last decades. In this article, we review several techniques that have been proposed in the literature to simplify the formalization of partial and general recursive functions in interactive theorem provers. Moreover, we classify the techniques according to their theoretical basis and their practical use. This uniform presentation of the different techniques facilitates the comparison and highlights their commonalities and differences, as well as their relative advantages and limitations. We focus on theorem provers based on constructive type theory (in particular, Agda and Coq) and higher-order logic (in particular Isabelle/HOL). Other systems and logics are covered to a certain extent, but not exhaustively. In addition to the description of the techniques, we also demonstrate tools which facilitate working with the problematic functions in particular theorem provers.
Under the Virtual Environments for Ship and Shore Experiential Learning (VESSEL) project, we developed the VESSEL Damage Control Trainer (DCT) to help address a key training need at the U.S. Navy Recruit Training Command. Using an agile development methodology and a multidisciplinary team of instructional, gaming, story, and assessment experts, we created a highly successful training game. Our goal was to bridge the gap between the classroom-based instruction recruits received during their boot camp and their final hands-on capstone assessment event. We designed DCT with a focus on using a scaffolded guided practice instructional approach with a relevant story and authentic game elements and interactions. Our team used regular playtesting as well as empirical validation studies to guide the evolution of our design. We introduce our team and development methods and describe some of the key design decisions we made. We discuss some of the lessons we learned and provide some of our recommendations for you to consider in your efforts to create effective learning games.
We present a type system based on session types that works on a conventional pi calculus. Types are equipped with a constructor that describes the two ends of a single communication channel, this being the only type available for describing the behaviour of channels. Session types, in turn, describe the behaviour of each individual channel end, as usual. A novel notion of typing context split allows for typing processes not typable with extant type systems. We show that our system guarantees that typed processes do not engage in races for linear resources. We assess the expressiveness of the type system by providing three distinct encodings – from the pi calculus with polarized variables, from the pi calculus with accept and request primitives, and from the linear pi calculus – into our system. For each language we present operational and typing correspondences, showing that our system effectively subsumes foregoing works on linear and session types. In the case of the linear pi calculus we also provide a completeness result.
Through foreign function interfaces (FFIs), software components in different programming languages interact with each other in the same address space. Recent years have witnessed a number of systems that analyse FFIs for safety and reliability. However, lack of formal specifications of FFIs hampers progress in this endeavour. We present a formal operational model, Java Native Interface (JNI) light (JNIL), for a subset of a widely used FFI – the Java Native Interface (JNI). JNIL focuses on the core issues when a high-level garbage-collected language interacts with a low-level language. It proposes abstractions for handling a shared heap, cross-language method calls, cross-language exception handling, and garbage collection. JNIL can directly serve as a formal basis for JNI tools and systems. We demonstrate its utility by proving soundness of a system that checks native code in JNI programs for type-unsafe use of JNI functions. The abstractions in JNIL are also useful when modelling other FFIs, such as the Python/C interface and the OCaml/C interface.
We propose a framework for reasoning about program security building on language-theoretic and coalgebraic concepts. The behaviour of a system is viewed as a mapping from traces of high (unobservable) events to low (observable) events: the less the degree of dependency of low events on high traces, the more secure the system. We take the abstract view that low events are drawn from a generic semiring, where they can be combined using product and sum operations; throughout the paper, we provide instances of this framework, obtained by concrete instantiations of the underlying semiring. We specify systems via a simple process calculus, whose semantics is given as the unique homomorphism from the calculus into the set of behaviours, i.e. formal power series, seen as a final coalgebra. We provide a compositional semantics for the calculus in terms of rational operators on formal power series and show that the final and the compositional semantics coincide. This compositional, syntax-driven framework lays a foundation for automation and abstraction of a quantified approach to flow security of system specifications.
We present a theory for the design and verification of distributed transactions in dynamically reconfigurable systems. Despite several formal approaches have been proposed to study distributed transactional behaviours, the inter-relations between failure propagation and dynamic system reconfiguration still need investigation. We propose a formal model for transactions in service oriented architectures (SOAs) inspired by the attribute mechanisms of the Java Transaction API. Technically, we model services in ATc (after ‘Attribute-based Transactional calculus’), a CCS-like process calculus where service declarations are decorated with a transactional attribute. Such attribute disciplines, upon service invocation, how the invoked service is executed with respect to the transactional scopes of the invoker. A type system ensures that well-typed ATc systems do not exhibit run-time errors due to misuse of the transactional mechanisms. Finally, we define a testing framework for distributed transactions in SOAs based on ATc and prove that under reasonable conditions some attributes are observationally indistinguishable.
We study usage automata, a formal model for specifying policies on the usage of resources. Usage automata extend finite state automata with some additional features, parameters and guards, that improve their expressivity. We show that usage automata are expressive enough to model policies of real-world applications. We discuss their expressive power, and we prove that the problem of telling whether a computation complies with a usage policy is decidable. The main contribution of this paper is a model checking technique for usage automata. The model is that of usages, i.e. basic processes that describe the possible patterns of resource access and creation. In spite of the model having infinite states, because of recursion and resource creation, we devise a polynomial-time model checking technique for deciding when a usage complies with a usage policy.
Practice Marketing is a multiplayer business strategy game that teaches introductory marketing principles to university students. Built by Muzzy Lane Software and distributed by McGraw-Hill Education, the game allows the learner to explore the “4 Ps,” or the four foundational factors of marketing: Product, Price, Placement, and Promotion. Over multiple turns in the game, players research the preferences of potential buyers, design a product to sell, analyze how their products and those of competitors compare, and make decisions on how to improve their sales for the next turns. We introduce the core game elements of Practice Marketing, including the game structure, assessment and feedback elements, learner interaction methods, and the elements of immersion. We present an analysis of the design and discuss how the game’s elements allow its learning objectives to be met.
Context
Practice Marketing by Muzzy Lane Software is a 3-D, turn-based multiplayer business strategy game. It is built on Muzzy Lane’s Sandstone platform for 3-D browser-based games. The game is available through McGraw-Hill Education as part of a series of educational learning games (McGraw-Hill Education, n.d .). The intended users of the game are university students who are taking a course in, or interested in learning about, introductory marketing principles. To that end, the game provides a business simulation that allows the learner to explore the “4 Ps” or the four foundational factors of marketing: Product, Price, Placement, and Promotion. The game teaches learners that the key to marketing success is to have a strategically aligned marketing plan based on a thorough understanding of the different possible options for each of the 4 Ps and their potential impact on business outcomes. After playing the game, learners should have a better understanding of the 4 Ps of marketing and how they interrelate.
Several mathematical ideas have been investigated for quantitative information flow. Information theory, probability, guessability are the main ideas in most proposals. They aim to quantify how much information is leaked, how likely is to guess the secret and how long does it take to guess the secret respectively. In this work, we investigate the relationship between these ideas in the context of the quantitative analysis of deterministic systems. We propose the lattice of information as a valuable foundation for these approaches; not only it provides an elegant algebraic framework for the ideas, but also to investigate their relationship. In particular, we will use this lattice to prove some results establishing order relation correspondences between the different quantitative approaches. The implications of these results w.r.t. recent work in the community is also investigated. While this work concentrates on the foundational importance of the lattice of information its practical relevance has been recently proven, notably with the quantitative analysis of Linux kernel vulnerabilities. Overall, we believe these works set the case for establishing the lattice of information as one of the main reference structure for quantitative information flow.
This article proposes a global escape mechanism which can handle unexpected or unwanted conditions changing the default execution of distributed communicational flows, preserving compatibility of the multiparty conversations. Our escape is realized by a collection of asynchronous local exceptions which can be thrown at any stage of the communication and to any subsets of participants in a multiparty session. This flexibility enables to model complex exceptions such as criss-crossing global interactions and error handling for distributed cooperating threads. Guided by multiparty session types, our semantics is proven to provide a termination algorithm for global escapes. Our type system guarantees further safety and liveness properties, such as progress within the session and atomicity of escapes with respect to the subset of involved participants.
During a 2010 Ted conference, Ali Carr-Chellman offered this criticism of our industry: “Most of the educational games that are out there today are really flash-cards. They are glorified drill-and-practice. They don’t have the depth and rich narrative that really engaging video games have” (Carr-Chellman, 2010). She concluded with this challenge: “We need to design better games.” This chapter addresses her challenge.
Introduction
We already know that games can be used to teach many things. Sailors in the U.S. Navy play the Damage Control Trainer as part of their boot camp training. Marines use games and virtual environments to train convoy operations (Hussain et al., 2009). In health care, you see games used to improve physical fitness, aid diabetics, and improve the lives of asthmatics (Baranowski et al., 2008). But what makes these games work?
In this chapter, we will explore l ow, motivation, and fun. We will dissect how the entertainment industry creates really engaging videogames. We will unravel the science of why people become engaged and learn guidelines that promote flow. We will explore how motivation works and what fun really means. Throughout this chapter, we will highlight some of the best examples and most effective techniques. By the end, you will know how to use l ow, motivation, and fun to design better games.
The Procurement Fraud Indicators game is a Web-delivered, Flash®-based 2-D environment for training Department of Defense acquisition professionals on researching and identifying fraud in realistic scenarios. It is intended to provide the practical exercise for application of concepts and knowledge learned during a preceding two-hour online learning module. This practical exercise requires the player to gather information, develop a theory of potential fraud, select appropriate questions for suspected perpetrators, and classify any fraud found. The game employs relatively low technology and highly accessible methods but is effective in meeting its objectives.
Introduction
High-bandwidth, highly realistic 3-D immersive environments are not absolutely necessary for creating effective serious games. What is necessary are purposefully designed learning experiences with clearly dei ned learning objectives.
Even though it is decidedly low technology, Procurement Fraud Indicators (PFI) is a well-designed serious game that includes assigned problems and employs basic feedback for performance. The game is focused within a framework of purposeful design and assessment (Serious Games Showcase and Challenge, 2011).
Quest Atlantis (QA) is an educational virtual world environment that provides a rich capability for students to undertake quests to solve challenging and interesting real-world problems. QA provides a toolkit for teachers to manage the experiences of their students. We describe our efforts to develop, deploy, and maintain in-class, after school, and summer camp programs based on Quest Atlantis. We introduce the methods we used to train teachers to use QA and discuss some of the issues we encountered when starting out and the solutions we developed. We describe how students have used QA to learn while also performing socially aware activities, and discuss some of our impressions on how students who normally do not perform well in class respond well to learning within Quest Atlantis. Virtual worlds for learning offer many benefits for augmenting our school education programs, and we summarize some of our recommendations for how to make use of this valuable technology.
We propose a new type system for functional logic programming which is more liberal than the classical Damas–Milner usually adopted, but it is also restrictive enough to ensure type soundness. Starting from Damas–Milner typing of expressions, we propose a new notion of well-typed program that adds support for type-indexed functions, a particular form of existential types, opaque higher-order patterns and generic functions – as shown by an extensive collection of examples that illustrate the possibilities of our proposal. In the negative side, the types of functions must be declared, and therefore types are checked but not inferred. Another consequence is that parametricity is lost, although the impact of this flaw is limited as ‘free theorems’ were already compromised in functional logic programming because of non-determinism.
The design and development of learning games is a field of endeavor that crosses the boundaries of several disciplines. A successful computer game for learning (a.k.a. training game, educational game, serious game, instructional game) must weave together the skills and decision making of instructional system designers, game designers, software developers, story developers, assessment professionals, educational scientists, graphic artists, subject matter experts, instructors, and more. While prior publications have addressed theoretical issues from the perspective of one or two of these fields, and some publications have explored practical design and development issues, none has addressed the central methodological issues of how to produce an effective game with an explicit multidisciplinary approach. This book draws on the expertise and experience of a number of active participants in the field of learning games to provide practical guidelines and recommendations from a multidisciplinary perspective to assist you in your efforts to create effective learning games.
Definition of Learning Games
Before we dive into the issues surrounding the design of learning games, we must clarify what we mean by learning game. The literature reveals no consistent, widely accepted definition of learning games, although they are often classified as a subset of serious games for nonentertainment purposes (Sawyer & Smith, 2008). We prefer to distinguish learning games as having certain characteristics. In this book, we define learning games as games intentionally designed to help the player meet instructional goals while actively interacting with and being engaged and immersed in the experience. The learning game provides an environment in which the player must demonstrate a level of understanding of a body of knowledge or skills (expressed as learning objectives) to achieve game goals by solving challenges posed in the environment (e.g., identifying or resolving problems, completing tasks). The type of learning games we refer to require a significant design effort to achieve the learning goals.
As you get started on your project to create a serious game for learning, it is important for you to recognize that you and your team will likely need the skills of several different disciplines to achieve success. Usually, this means that you will be working with colleagues who have been trained in a different field from yours. By better understanding what the key concerns and methods of their disciplines are, you will better understand where your teammates are coming from and the processes they are used to. We introduce the standard methods used in the supporting fields of instructional system design, software development, game design, assessment development, and story creation and discuss some of the main strengths of each area as well as some of the typical challenges that practitioners in each area face.
Introduction
So, you’re thinking of developing a game to help teach some valuable knowledge and/or skills. How do you go about designing and developing your learning game efi ciently? What steps are involved? Who needs to be involved? What are the gotchas to be aware of and how do you address those issues effectively? How do you ensure that your learning game successfully engages your learners while effectively teaching them?