A Decision Game for Informal Learning
Bruno Souza
1
, Marcos Almeida
1
and Rui Pedro Lopes
2 a
1
Federal University of Technology – Parana, Campo Mour
˜
ao, Paran
´
a, Brazil
2
Research Center for Digitalization and Industrial Robotics, Instituto Polit
´
ecnico de Braganc¸a, Portugal
Keywords:
Informal Learning, Serious Games, Game-based Learning.
Abstract:
Lifelong learning implies that people are willing to change their attitude, way of thinking or acting, usually
based on some objective. For that, a decision game was developed for iOS and Android devices, using the
Unity Game Engine. The premise of the game puts the player in the role of a business manager facing situations
that require a decision. The game presents a card based mechanics, allowing the player to choose between
two options, sliding the card to the right or to the left, influencing the outcome of the game. The game allows
to use different decks of cards. The experience was assessed with the assistance of three instruments: closed
questions questionnaire, written exams before and after playing the game and observation.
1 INTRODUCTION
Informal learning can be defined as learning obtained
outside organized and structured classes (McCart-
ney et al., 2011). As a consequence of this defini-
tion, instead of traditional, in-classroom, pedagogical
methodologies, informal learning assumes anywhere,
anytime and self-learning approach, usually in infor-
mal settings or even in the workplace. Learning re-
sulting from daily and family-related activities, work
or leisure (such as games) can also be considered in-
formal learning (European Commission, 2001)
Regardless of the learning methodology, the ef-
fectiveness of the process strongly depends on the
motivation and involvement of the actors (usually,
the learner) (Mesquita et al., 2014; Lopes et al.,
2018). The scientific literature has been confirming
that motivation is higher when playing games (Pro-
topsaltis et al., 2011). This kind of educational games
(also known as serious games) includes objectives
and intentions beyond entertainment (Deterding et al.,
2011). Thus, serious games explicitly designed for
learning, if well planned and developed, can foster
the informal learning experience and succeed in the
construction of knowledge (Protopsaltis et al., 2011).
The methodology of using games for learning
(Game-Based Learning - GBL) allows players to ex-
perience different roles, take risks, make mistakes and
repeat without fear, encouraging the learner to contact
a
https://orcid.org/0000-0002-9170-5078
and experience the content (Lopes, 2014; Pivec, 2007;
Ten
´
orio et al., 2018a,b).
In this paper, we describe the development and
use of a serious game with a focus on learning called
Escolha (Choice, translated from Portuguese). The
game adopts a decision making mechanics and it tar-
gets small, portable devices, such as smartphones.
2 SERIOUS GAMES FOR
MOBILE DEVICES
In general, students like to play and will usually play
constantly (Kalloo et al., 2010). Teachers have paid
attention to the use of games as a form of learning
and how these can contribute to improve and facili-
tate the learning processes (Yue and Ying, 2017). An
important aspect of the game design is the definition
of the game mechanics. This is a strategic element,
implemented with the purpose of providing a play-
ful experience (game mechanics) or learning activity
(learning mechanics) (Patino et al., 2016).
Nowadays, the use of mobile devices, such as
smartphones and tablets, is ubiquitous. In addition to
the broad connectivity possibilities, they can process,
present and transmit information and resources, such
as texts, sounds, images and videos (Fonseca, 2013).
The mobility and portability aspects also allow users
to take their mobile devices anywhere and use them at
any time (Hamid and Fung, 2007).
360
Souza, B., Almeida, M. and Lopes, R.
A Decision Game for Informal Learning.
DOI: 10.5220/0010492403600367
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 360-367
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
The possibilities that these platforms introduce
have been making them an important terminal for
playing games. In this context, game research and
development on mobile devices has been done in sev-
eral areas. For example, in mathematics, Chang and
Yang (2016) present a game for learning basic geome-
try concepts, such as perimeter, area, surface, volume
and capacity. Based on the results through the appli-
cation of exams before and after the use of the game,
they demonstrated significant progress in the average
score of students.
In other area, namely citizenship, Chee et al.
(2010) used Statecraft X with 15-year-old students.
Yue and Ying (2017) described the development of
the History Learning Mobile Game (HLMG), which
aims to teach history in basic education.
Other contexts can also benefit from serious
games on mobile devices, such as teaching first aid to
individuals with Autistic Spectrum Disorders (ASD),
where Urturi et al. (2011) have developed a game for
smartphones and tablets, with evidences that the game
contributed to enriching and increasing the impact of
education and therapy.
2.1 Related Games
Decision making allows the player to opt for different
actions according to a choice he has to make. There
are some games that build their gameplay and narra-
tive in this mechanics.
Papers, Please is an initially independent game
(Felan, 2014), developed by the American Lucas
Pope. Launched in 2013, it takes place in a dystopian
moment inspired by the cold war, in which a fictional
country, Arstotzka, reopens its borders in 1982, af-
ter six years at war with neighboring Kolechia. The
game’s protagonist is selected to work as an immi-
gration inspector at Grestin’s border checkpoint, Ar-
stotzka. As an immigration inspector, the protagonist
must control the flow of people entering Arstotzka
from Kolechia (Fassone, 2015).
For the inspector’s job at the immigration check-
point, the protagonist uses the documents provided by
the travelers and decides who can enter, who should
leave and later on in the game, who should be ar-
rested. The player’s role in Papers, Please is to con-
trol the protagonist, who at no time is shown or has
his identity revealed.
The player must always check for discrepancies
in travelers’ documents and whether they meet the
requirements for entry to Arstotzka. In addition to
checking travelers’ documents, later in the game, the
resources to search and analyze fingerprints are made
available. Throughout the game, smugglers, spies and
terrorists are hiding among the immigrants, so, in ad-
dition to the approving and refusing, the player has
the option of arresting an immigrant. In addition to
the management of immigrants, the protagonist has a
family to support: wife, son, mother-in-law and un-
cle. Each day of the game, the player must meet as
many people as possible to receive a higher salary,
but if he makes a wrong decision, he suffers a penalty.
Papers, Please is a management and decision-making
game with simple mechanics, in which it brings the
player the responsibility of managing the entry of im-
migrants and supporting their family, allowing the
construction of a character throughout history even
without having their identity revealed (Paul Formosa,
2016).
Reigns is a game developed by Nerial and pub-
lished by Devolver Digital
1
. Released in 2016, it has
support for Android, iOS, Linux, MacOS and Mi-
crosoft Windows platforms. The game takes place in
a fictional medieval world, where the player assumes
the role of a monarch and rules a kingdom making de-
cisions. The goal is to govern for as long as possible
without unbalancing the pillars of society: the clergy,
the people, the army and finance. In case he cannot
keep the balance, the king is killed and a new king
starts to rule, so the player to each new king tries to
conquer new goals (Hern, 2016).
The main form of gameplay used in Reigns is de-
cision making by sliding cards right and left. The
cards are displayed randomly to the player, present-
ing a situation where he must make a decision. Each
card is composed of one character, text and two op-
tions to choose from. With each choice made by the
player, changes occur in resources as consequences,
increasing or decreasing the pillars of his kingdom.
Lapse: A Forgotten Future is an independent
game, developed by Stefano Cornago
2
. Following the
same graphic style and gameplay as Reigns, in Lapse
the player assumes the role of a president, who wakes
up without knowing what happened in the past and
how he became president, so he must make decisions
before several characters to control his country in a
world post-apocalyptic and with nuclear wars in the
year 2075. The game uses the interaction of swiping
right and left when making decisions and with charac-
ters in the form of cards. With each decision making,
a change occurs in the pillars of environment, pop-
ulation, army and finance. The player must always
ensure that none of the pillars zero or fill completely,
as it will cause the president to die. Unlike Reigns,
when the protagonist dies, he is not replaced by a new
1
https://www.devolverdigital.com/games/view/reigns
2
https://play.google.com/store/apps/details?id=com.
cornago.stefano.lapse
A Decision Game for Informal Learning
361
president, but ends up waking up again. Another dif-
ference is that with each decision made, a day passes
and not a new year. Even with a shorter story, the
game has three different endings in addition to death.
In Nirvana: Game of Life
3
, the player assumes the
role of a soul that is born as a person, and, when dy-
ing, he is born as a new person, maintaining this cycle
until the end of the game. During life, you must make
everyday decisions, but managing so that there is no
imbalance in the pillars of health, happiness, popular-
ity and money. Among the games presented, Nirvana
has the simplest graphic style. Also using the swipe
to the right and left as a form of interaction, the cards
show only text, without the silhouette of a character
as in Reigns and Lapse.
Every new person starts at the age of one, and with
each decision, a year passes. In the game you can
see the cemetery, which shows the people whom the
player controlled, and how long they lived. In addi-
tion to death, the game has three different endings.
Nirvana: Game of Life is a simple game, focused on
history, with a lot of humor and everyday life deci-
sions. Its gameplay is intuitive and easy to learn, the
player uses the slide of the cards to the right or to the
left, always trying to manage so as not to unbalance
the four pillars of the game.
Soccer Kings is a game developed by Tapps
Games
4
. The game takes place in a football scenario,
in which the player controls a coach hired by a team
and must make management decisions to lead the club
to success. With each decision a month passes in the
game. Its main objective is to keep the three pillars
balanced: management, fans and players. In the event
of an imbalance, the coach is fired and the game is
restarted with a new coach. Similar to the games al-
ready presented, in Soccer Kings the characters are
presented in the form of cards, and you must answer
them with a swipe to the right or left, which makes
the learning curve very accessible.
2.2 Sliding Cards for Decision Making
According to the references in the literature and the
success and diversity of games, it is possible to say
that the mechanics of sliding cards for decision taking
is popular, with several examples of interesting and
motivating games. The process of decision making
also has the potential to increase the reflection time
and, consequently, the effort players use in the pro-
cess, which can have positive results in the learning
process (Glass et al., 2013).
3
http://goldtusks.com
4
http://tappsgames.com/
In this work, we decided to develop a decision
game, based on sliding cards mechanics, to support
informal learning, targeting mobile devices so that it
can be played anytime, anywhere.
3 GAME PROPOSAL
The Escolha game puts the player in the role of a busi-
ness manager, in which he must make decisions and
define an underlying strategy so that the finances and
reputation of his company do not suffer. The situa-
tions brought by the cards and the associated choices
depend on the content area, so if the purpose is to
learn about cybersecurity, for example, the situations
presented for decision making will follow the same
topic.
3.1 User Interface
The game starts on the first day (day 0) and with each
decision the calendar advances to a new day. If the
game finishes, because the company has run out of
money or has been unable to keep a good reputation,
the game is restarted, returning to day 0. The user
interface and user experience are based on a deck of
cards in which each card presents a situation to the
player for a decision to be made. The deck encloses
the content to be learned by the player and it is possi-
ble to create several decks, that the player can choose
from (Figure 1a). The deck, besides the content, also
defines the narrative, such as the area of operation of
the company, and other elements, including charac-
ters, conquests and collectibles (Figures 1a and 1b).
The main screen of the game provides two but-
tons, one for changing decks and another to access
the list of conquests. It is also possible to observe the
percentage referring to the reputation, the current day,
the amount of money and, in the center, the current
card with a description above (Figure 1c).
The conquests and collectible cards are extra goals
to be conquered by the player during the game, kept
even if he loses. Collectible cards do not present a
choice situation but, instead, items that should be re-
trieved and collected by the players.
The achievements are objectives to be obtained
during the game. They can represent time (the num-
ber of consecutive days playing Escolha), effort (the
number of matches) or others (for example, if the
player reaches 30 days without losing or obtaining 3
specific collectible cards). Some conquests result di-
rectly from the choices, for example, an achievement
in which he must invest in the reuse of paint. The final
aspect of the game is depicted in Figure 2.
CSEDU 2021 - 13th International Conference on Computer Supported Education
362
(a) Switch deck. (b) Conquests and Collectibles. (c) Home screen.
Figure 1: Some Escolha screens.
Figure 2: Final design.
3.2 Deck Design
The game supports several decks, with a random
number of cards. The decks are designed consider-
ing the content area and the challenges the player will
face. So, deck design should be simple and the game
should be able to download decks at runtime.
Each card contains a numeric identifier, a descrip-
tion, the character name, the options available and
their respective consequences. This information will
be used in the user interface, with the characters’ sil-
houette, names and roles. They can be collaborators,
customers, suppliers or community members. Each
character can be referenced in several cards, so it
can appear multiple times, but in different decision-
making situations.
Achievements and collectible cards are objectives
to be achieved by the player during the game. Even
if the finances or reputation are zeroed, reaching the
end of the game, the goals already achieved are saved
in the player’s scoreboard.
All decks are defined in structured files, in
JavaScript Object Notation (JSON) format, contain-
ing all information, such as character, cards, options,
consequences, achievements and collectibles. This al-
lows the game to be easily changed, and new content
can be added simply by modifying the structured files,
or by creating a new file for a new deck.
3.3 Game Instrumentation
In addition to the game, additional software was
added to implement instrumentation that collects
game data and exports them to the cloud. The pur-
pose is to receive anonymous information about the
players’ choices, for analysis and feedback.
A Decision Game for Informal Learning
363
The endpoint was developed in Python and Flask,
waiting for data in JSON format from the game.
Among the information submitted to the cloud, there
is a unique identifier per device, the sequence of cards
and the player’s decisions, along with the date and
time of the decision, the achievements and the col-
lectibles obtained. Such information is separate for
each deck. The submission occurs after each player’s
choice.
The game was implemented in Unity, targeting
the Android and iOS platforms. The engine has the
necessary libraries already in place, requiring specific
compilation afterwards. In this context, the game was
compiled to Android using Android Studio (in Win-
dows) and for iOS using Xcode in macOS. The result-
ing packages were installed in test devices, that were
used by the students in class.
4 TEST AND EVALUATION
Escolha is intended to be played at random times and
places, without time constraints or limits. This means
that the player should be able to retrieve his phone,
play for a couple of minutes, and, later, resume other
activities. If he wants to play more time, it is also
possible.
The game dynamics occurs as follows. A thematic
deck of cards is chosen by the player, marking the
context of the choices and narrative. Each card will
be presented randomly to the player and, after mak-
ing a decision, the consequences of the choice must
be applied, and the card will be marked as displayed.
Cards that have already been shown are only repeated
if there are no more new cards to be presented. The
game can be interrupted and resumed at later time.
For testing purposes, a test and evaluation scenario
was built, according to a specified methodology.
4.1 Methodology
First, a deck of cards under the area of cybersecurity
was built, based on the course Introduction to Cy-
bersecurity, version 2.1 from the Cisco Networking
Academy
5
. This course has 5 chapters with notions
about attacks, protection and privacy of personal data
and the protection of an organization. The deck con-
sisted of 30 decision cards, with 5 characters, 3 col-
lectible cards and 11 achievements, in a total of 44
cards. All the content focuses on cybersecurity deci-
sion making, presenting to the player, as a manager,
5
https://www.netacad.com/courses/cybersecurity/
introduction-cybersecurity
situations about personal and company data, team and
employee management, and internal networks and
systems.
A total of 61 students from different study pro-
grams, including a class from the Degree in Computer
Engineering, Degree in Electrical and Computer En-
gineering, Superior Professional Technician in Cyber-
security and Superior Professional Technician in Soft-
ware Development, participated in the test. Of these,
41 played the game.
The students were volunteers and they played the
game in classroom. There was an initial questionnaire
with questions to assess the game playing habits and
opinion and perceptions on the topic of cybersecurity.
Then, the classes were divided into two groups, and
only one group played. After the first questionnaire,
students were given time to obtain the game and in-
stall it on their mobile devices. Three days were used
for the evaluations and, on average, each class used 40
minutes to answer the initial questionnaire and play
the game.
4.2 Results
During the evaluation period, players’ decisions data
were retrieved and submitted anonymously to the
cloud, in which it is possible to analyze some aspects
about the gameplay and dynamics of the game.
From the JSON file with the users’ decisions,
some information was extracted and summarized,
such as playing time, time for decision making, num-
ber of decisions, decision changes for the same card
and the management of finances and reputations (Ta-
ble 1). The average playing time was 14 minutes,
enough to explore the whole game, the mechanics and
achievements.
Table 1: Player statistics during evaluations.
Average SD Max Min
Game time
(min:s)
14:10 08:32 32:18 00:25
Time for each
decision in
the 1st minute
(min:s)
00:14 00:10 00:56 00:02
Time for each
decision in 15 m
(min:s)
00:11 00:14 06:53 00:01
Decisions per
player in 8 min
32.4 17.2 80.0 4.0
Decisions per
player in 15 min
56.7 35.6 138.0 4.0
On average, in the first 8 minutes, 32 decision
cards were presented to the player. The remaining
achievement and collectible cards were presented and
collected also in this time. After 15 minutes, the play-
CSEDU 2021 - 13th International Conference on Computer Supported Education
364
ers, on average, have already made 56 choices, al-
most the double of the possibilities contained in the
cybersecurity deck. Soon, after this time, the game
becomes repetitive, as there are no new situations to
be presented to the players. This revealed that 30 de-
cision cards provides a very short experience.
The adaptation to the game mechanics was also
analyzed, through the average time taken for each
choice. In the test, no demonstrations or tutorials
were made to the students, so they had to explore the
game autonomously. In the first minute, it is observed
that the average for each decision is 14 seconds. It
was observed that when some students had discovered
the mechanics of sliding the cards, they passed on tips
to their colleagues. The fact that decisions take on av-
erage more than 10 seconds can demonstrate that stu-
dents read, interpret situations and options, and then
make choices based on the finances and reputation,
something important for the purpose of learning.
Initially on the cybersecurity deck, every player
starts with 1500 euros of finance. In order to consider
the consequences of balanced decisions, one can ob-
serve the variation of the players’ finances throughout
the game. In case the player gradually increases his
finances, it indicates that the consequences are mild
and the game is easy (Figure 3).
Figure 3: Evolution of the players’ finances.
It is observed that the players do not tend to devi-
ate much from the initial finances. It is concluded that
the game can be balanced, but not challenging. This
is something that should be improved in the design of
the decks.
With data for each player, it was verified whether
there is a relationship between variables using a cor-
relation coefficient that can indicate patterns in the
players’ behavior. The coefficient helps us to under-
stand relationships between two variables in the data
set. In this work, Pearson’s correlation coefficient was
used. The Pearson coefficient indicates whether two
variables are linearly proportional or inversely pro-
portional. The coefficient is always given in the range
of -1 to 1, with 1 indicating that variables are propor-
tional and -1 inversely proportional. Next to number
1, it indicates that, when a variable tends to grow, the
one that is being verified the relationship also tends
to grow. The opposite for coefficients close to -1, in
which when a variable tends to increase, the one be-
ing verified the relationship tends to decrease. If the
coefficient is close to 0, the variables have no correla-
tion.
Pearson’s correlation coefficient was calculated
using the Pandas library with Python. The correla-
tion coefficient between the variables in the data set
was calculated, and in this analysis it was possible to
obtain two possible relationships. The first is the re-
lationship between the amount of changes in a card
presented again and the minimum finances the player
had during the game. The diameter of each point in-
dicating the number of total player choices (Figure 4).
Figure 4: Correlation between choices change and mini-
mum game finance.
A decision change is assumed when a card is pre-
sented to the player, he then makes a choice and, when
this card is presented again to the player, he makes a
different decision. In the first relation, the coefficient
obtained was -0.69, that is, players who tend to make
different decisions are those who, over the course of
the game, occasionally had fewer finances. This rela-
tionship can indicate that players who made bad de-
cisions, reducing their finances, when they had new
opportunities, changed their choices.
One final analysis was made to assess the percent-
age of good and bad choices for each player (Figure
5). Analyzing the relationship between the number of
bad decisions and the percentage of change from pre-
vious decisions, we note a correlation of 0.81. The
diameter of each point indicating the total number of
choices each player did.
Players who make bad choices tend to change
their decisions more for the cards presented again.
Therefore, from the two relations obtained, it can be
concluded that the players who change their choices
A Decision Game for Informal Learning
365
Figure 5: Correlation between good and bad choices.
are also the ones who make bad decisions and occa-
sionally have smaller finances.
5 CONCLUSIONS
This work describes the design and development of a
game for informal learning. The game was inspired
by a sliding cards mechanics, compatible with the re-
duced screen size of mobile devices. This allows the
player to make binary decisions when faced with sit-
uations in the role of a business manager. The situ-
ations presented to the player are contextualized ac-
cording to the subject of learning.
The game was tested and evaluated by 41 students,
in order to obtain results about the game. They re-
veal that the playfulness and difficulty strongly de-
pend on the deck design. These should include diffi-
cult choices and, eventually, a chance probability for
changing the outcome of the narrative. Moreover, the
deck should have more cards, to extend the duration
of the game.
Nevertheless, this game allows the dealing with
different content and areas. In future work, it makes
sense to create an online library for sharing decks,
which improves the game’s relevance. Another aspect
to consider is add a possibility for multiple choices,
maintaining the game mechanic as simple as possible.
ACKNOWLEDGEMENTS
This work has been supported by FCT Fundac¸
˜
ao
para a Ci
ˆ
encia e Tecnologia within the Project Scope:
UIDB/05757/2020.
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