The repertory grid game-based learning: a knowledge engineering technique embedded in RPG game-engine

Author(s):  
Porawat Visutsak ◽  
Somkid Soottitantawat
1986 ◽  
Vol 23 (4) ◽  
pp. 300-314 ◽  
Author(s):  
Masao YOKOBAYASHI ◽  
Kazuo YOSHIDA ◽  
Atsuo KOHSAKA ◽  
Minoru YAMAMOTO

2008 ◽  
Vol 33-37 ◽  
pp. 1413-1418
Author(s):  
Hidetoshi Sakamoto ◽  
Kimihide Tsukamoto ◽  
Yoshifumi Ohbuchi ◽  
Hisahiro Inoue

Authors tried to construct multimedia base support system of the manufacturing process with use of the knowledge base and the inference engine on the www server. This knowledge database systematized the knowledge which was obtained from the document and the skilled engineer as much as possible by using a knowledge engineering technique. However, it is difficult for beginner to find the best processing condition under the condition of the material, the machine and the tool on grinding operation by using the conventional database. Especially, when they encountered the manufacturing condition which is not built into the conventional data base, the past optimum conditions cannot be obtained from the expert system. The best method of obtaining the optimum conditions as the solution of this problem is to execute some experiments for this new case. This research proposed the system, which presented a minimum combination of the multi factor experiments for the best manufacturing condition search by using the Taguchi method. We were able to obtain the best condition to use the proposed robust engineering by only 18 times.


Author(s):  
Pradorn Sureephong ◽  
Nopasit Chakpitak ◽  
Yacine Ouzroute ◽  
Gilles Neubert ◽  
Abdelaziz Bouras

2021 ◽  
Vol 8 (Supplement_1) ◽  
pp. S576-S577
Author(s):  
Gregory E Souza ◽  
Flávio Henrique Batista de Souza ◽  
Marconi A Aguiar dos Reis ◽  
Raoni A Dorim ◽  
Elisângela C Cristine Oliveira Gonçalves ◽  
...  

Abstract Background Brazillian authorities reported a total of 16.3 million cases and 454.000 deaths during COVID-19 pandemic in Brazil by may 2021. It became necessary to educate healthcare professionals on diagnosis and treatment of the syndrome. Game based learning surfaced as an effective alternative, since it promotes critical thinking and problem solving skills. A team of Brazilian and Peruvian students, physicians, designers and programmers gathered to create a decision based computer game that simulates a hospital scenario and allows medical students to analise, make decisions and receive feedback. This work describes the creative process and showcase the initial version of the software. Methods Professors and students of Medicine, Information Technology (IT), Design and Architecture from Brazil and Peru assembled a team in order to develop the computer game. Clinical cases were created by the medical students and professors, comprising medical procedures for the treatment and management of COVID 19, and a video game script was developed exploring gamification principles of challenge, objectivity, persistence, failure, reward and feedback. Algorithms (image 1) were created, under supervision of professors of Medicine, to define possible courses of action and outcomes (e.g. gain or loss of points, improvement or worsening of the patient). Students of Design created artistic elements, and IT students programmed with a game engine software. This fluxogram, written in portuguese, describes in detail all the possible courses of actions that can be exercised by the player. It is created by a team of Professors of Medicine and medical students, in accordance with evidence-based guidelines. Primarily, this document guides the programmers and designers throughout the development phase of the game. Results Initially, an expandable minimum viable product was obtained. The game, visualized on image 2, consists in a non-playable character and a playable character (i.e. doctor), with a scenario and a dialogue script simulating a clinical examination of a COVID 19 patient. The player can interact with certain elements within the game, e.g. the computer and other characters, to retrieve test results or start dialogues with relevant information. Hospital scenario and dialogue window between doctor (player in black) and patient (non playable character) are displayer in the game engine software (Unity 2D). On the bottom half of the screen, the dialogue box allows the player to collect the patient’s medical history. The player can interact with certain elements to obtain relevant information to make decision and progress in the game. Conclusion The game allows medical students to practice diagnosis and treatment of COVID 19. Future versions will include assessment reports of player’s actions, and a new score system will be implemented. New diseases will be incorporated in the gameplay to match the variety of scenarios offered by real hospitals and patients. Artificial intelligence will be employed to optimize gameplay, feedback and learning. Disclosures All Authors: No reported disclosures


1992 ◽  
Vol 36 (16) ◽  
pp. 1200-1204
Author(s):  
Tor Endestad ◽  
Conny B.O. Holmstroem ◽  
Frode S. Volden

This experiment, conducted at the OECD Halden Reactor Project, Halden, Norway in the spring 1991, aimed to assess the effect on nuclear power plant operators diagnostic behaviour when using a rule based diagnostic expert system. The rule based expert system used in the experiment is called DISKET (Diagnosis System Using Knowledge Engineering Technique) and was originally developed by the Japan Atomic Energy Research Institute (JAERI). The experiment was performed in the Halden man-machine laboratory using a full scope pressurized water reactor simulator. Operator performance in terms of quality of diagnosis is improved by the use of DISKET. The use of the DISKET system also influences operators problem solving behaviour. The main difference between the two experimental conditions can be characterised as while the DISKET users during the diagnosis process are following a strategy which is direct and narrowed, the non-DISKET users are using a much broader and less focused search when trying to diagnose a disturbance.


2022 ◽  
pp. 700-706
Author(s):  
Yiannis Koumpouros

The paper presents the design of a highly customizable game for children with autism spectrum disorder facing learning difficulties. The same solution can be used for children with or without other developmental disorders facing learning difficulties. The scope of the research was to create a generic solution to facilitate the learning process of reading in the targeted population. The latest pedagogical approaches (TEACCH, PECS, ABA, Makaton, etc.) are combined with appropriate gamification techniques to produce the desired outcome. The game has been developed with the unity game engine in order to run in any device. The final solution has been pilot tested in a small group of highly-functioning children with autism. The results of the design process and the early findings from the pilot testing are presented in the current paper.


2021 ◽  
Vol 5 (1) ◽  
pp. 86-93
Author(s):  
Daniel Eka Wijaya ◽  
Karina Auliasari ◽  
Hani Zulfia Zahro'

Permasalahan mengenai banyaknya angka kasus positif COVID-19 yang bermula pada awal tahun 2020 membuat semua orang cemas akan keselamatan dirinya bahkan keluarga mereka sendiri. Kurangnya kepatuhan akan protocol kesehatan merupakan salah satu penyebab meningkatnya angka positif COVID-19. Untuk itu, diperlukan pengembangan game sosialisasi tentang bagaimana cara menerapkan protocol kesehatan. Sosialisasi dengan menggunakan media game merupakan salah langkah yang efisien untuk membuat masyarakat lebih patuh dan taat akan protocol kesehatan. Pada penelitian ini peneliti menggunakan kombinasi metode Finite State Machine (FSM) dan metode Game Based Learning pada game. Metode FSM ini diterapkan pada 3 level dengan bentuk yang berbeda-beda untuk tiap levelnya. Sedangkan metode Game Based Learning diterapkan pada mini-games diantara salah satu level yang ada dalam game. Game ini dibuat dengan menggunakan tools Unity3D sebagai game engine dan Adobe Illustrator sebagai software untuk membuat desain karakter dan aset-aset yang dibutuhkan. Berdasarkan hasil pengujian yang telah dilakukan, peneliti menggunakan 12 data responden dengan rentang usia yang berbeda-beda pada tiap responden guna mendapatkan hasil pengujian yang baik. Hasil pengujian tersebut yaitu sebesar 100% responden menyukai game ini, 100% responden menyatakan bahwa game ini memberikan nilai moral dalam kehidupan sehari-hari, dan sebanyak 91,7% responden menyatakan bahwa control pada game ini berjalan dengan baik.


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