Moreover, in (Smith, 2009), the author compared
traditional teaching, for those carrying out
laparoscopic surgery, with training using virtual
reality and tools based on games. He noted that the
latter was less expensive, took less time and resulted
in fewer errors when the surgery was actually
performed. As well as these examples, there are
other games like The Virtual Dental Implant
Training Simulation (Medical College of Georgia,
2009), which was designed to help dental students in
diagnosis, decision making and training protocols.
This technology is also being studied to help in the
rehabilitation of stroke patients, as well as to assess the
cognitive abilities of adults with Alzheimer's.
C. Education
The limited use of serious games in formal
education may be related to the issues around the use
of leisure games. The games are therefore often not
effective for all students. This is due in part to
pedagogy; that is, players learn through repetition
and exploration, which contrasts with the learning of
discrete quantities of information, as can be found in
schools (Squire, 2005).
Another aspect to consider is that the formal
education system has to adhere to the knowledge and
procedures required for external examinations. This
means that games must also address these areas. For
example, some educational serious games that can be
found on the market are: 3D Networks, a serious game
whose aim is to train civil engineering students about
the risks of public works near underground networks;
and NanoMission, a serious game designed to teach
players the concepts of nanoscience through real
world practical applications.
Other interesting serious games are: Quest for oil,
a serious game for oil exploration; Cruise ship, a
game designed to train a cruise crew to respond
appropriately to varying disasters; RescueSim, a
virtual game that prepares security professionals for
real-life accidents; and SimjavaSP (Shaw and
Dermoundy, 2005), a game in which the student plays
the role of project manager and focuses on the
optimization of time, cost and quality of a software
project.
Our research is centered on the software
development process, specifically in GSD. One of
the studies which focused on this area is set out in
(Noll et al, 2014). In this work the researchers
describe a serious game that simulates a GSD
environment. The game’s objective is to provide
students with the necessary expertise to address the
problems that often arise in environments of global
development.
3 A SERIOUS GAME FOR GSD
This section focuses on describing the serious game
tool that we propose. In this game the user will play
the role of a project manager. The game is based on
the planning of a software project, where working
with people from around the world is simulated; the
user has to deal with problems that arise because of
the geographical, cultural and temporal distance that
is present in GSD. Besides being a tool to acquire a
body of knowledge, it combines the essential aspects
of a game, resulting in a more entertaining and
pleasant learning experience for the student.
A. The Game’s Requirements
The system needed to meet a number of
requirements to simulate scenarios that often occur
when working on GSD projects. A scenario consists
of a name, duration, budget, component modules
and the countries involved.
Some of the main capabilities of the game are
now described:
• The game should simulate a series of
unexpected events or problems that could
occur when participating in a GSD project.
For example, a worker is on holiday or sick,
or there is a public holiday in one of the
countries in which part of the development
team is located, or there is a problem with the
server or repository that contains the project,
etc. These events are produced randomly.
• The game should have different scenarios,
which have a variety of levels of difficulty.
The user will start with the simplest,
increasing the level of difficulty as he
progresses. In this way it is intended that
students should acquire skills gradually. In
addition, the application must allow a teacher
to customize scenarios if his intention is for
the student to practice a particular scenario.
• The game will simulate a chat, email and
telephone, so that students have to work with
both synchronous and asynchronous
communication. The application will thus
allow for the random simulation of incoming
emails, telephone calls and chats.
• The user should be able to choose from a list
of solutions whenever an unexpected event
occurs; these solutions receive a higher or
lower score depending on how appropriate
they are for solving the problem in hand.