Gamification of a training simulator
Nieminen, Topi (2023)
Nieminen, Topi
2023
Ohjelmistokehityksen maisteriohjelma - Master’s Programme in Software Development
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2023-06-22
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202306106664
https://urn.fi/URN:NBN:fi:tuni-202306106664
Tiivistelmä
Gamification has increased in popularity from 2010s onward, and can be defined as the addition of game design patterns, elements from games such as from video games, to non-game related contexts. Examples of such contexts include education and training. This thesis is a case-study that aims to offer improvement suggestions to a training simulator's educational capabilities with the use of game design patterns defined in literature. This is done by identifying game design patterns in existing simulation adjacent video games, and assess their usefulness in improving the training simulator from an educational point of view.
The training simulator in question is the tram simulator created by Creanex Oy for the Tampere Tramway Ltd.. The simulation takes place in Tampere and allows tram drivers to practice driving the tram in a virtual environment depicting the tramway routes in the city of Tampere. The virtual environment is made to be a realistic replica of the tram network, including the view of the city alongside the lines. The simulator includes traffic simulation with cars and pedestrians, as well as weather conditions that affect the driver's perception.
The thesis shows that the games analyzed do contain useful patterns, some of which are already implemented in the training simulator, but which can be improved with the ideas from the games. Patterns have been sorted into three categories: essential, recommended, and supplementary. Essential patterns, such as Clues and Postponed feedback, should be included in all training simulators. Meanwhile, recommended patterns, such as Real-time instructive feedback and Goal Indicators, are not required but do add value. Supplementary patterns can increase trainee engagement, but require more careful evaluation of return on investment. Additionally, some implementation considerations are discussed.
The training simulator in question is the tram simulator created by Creanex Oy for the Tampere Tramway Ltd.. The simulation takes place in Tampere and allows tram drivers to practice driving the tram in a virtual environment depicting the tramway routes in the city of Tampere. The virtual environment is made to be a realistic replica of the tram network, including the view of the city alongside the lines. The simulator includes traffic simulation with cars and pedestrians, as well as weather conditions that affect the driver's perception.
The thesis shows that the games analyzed do contain useful patterns, some of which are already implemented in the training simulator, but which can be improved with the ideas from the games. Patterns have been sorted into three categories: essential, recommended, and supplementary. Essential patterns, such as Clues and Postponed feedback, should be included in all training simulators. Meanwhile, recommended patterns, such as Real-time instructive feedback and Goal Indicators, are not required but do add value. Supplementary patterns can increase trainee engagement, but require more careful evaluation of return on investment. Additionally, some implementation considerations are discussed.