8.2 From Instances to Patterns
When a time travel exploratory game is in use,
one may easily record game playing. Conceptually,
recorded game play is a string of (inter)actions that
took place. In those string, one may find instances of
what happened (Jantke, 2012).
A systematic analysis will reveal which of the
game design and didactic patterns have resulted in
anticipated human experience.
For a very rough illustration, it might happen that
during graph expansion a particular storyboard graph
is never invoked. Phenomena like that are studied in
(Knauf et al., 2010).
To say it in terms of the pattern inference problem,
observing game playing behavior that takes place,
identifying potential instances of potential patterns,
and learning the patterns behind gives feedback about
the effectivity of the principles incorporated.
9 SUMMARY & CONCLUSIONS
After coining the term time travel exploratory games,
it is the authors’ foremost intention to advocate digital
storyboarding as a methodology of truly dovetailed
pedagogical and game design – team-based, possibly
distributed over space and time, alternatively bottom-
up or top-down or both at once. It clarifies details
of didactics (Jantke, 2013) and works for large-scale
applications (Arnold et al., 2013).
ACKNOWLEDGEMENTS
The authors gratefully acknowledge the co-operation
with Steffen Avemarg and Winfried Wehrstedt within
the Flying Classroom project.
REFERENCES
Alexander, C. (1979). A The Timeless Way of Building. New
York: Oxford University Press.
Angluin, D. (1980). Finding patterns common to a set of
strings. J. Computer and Systems Science, 21:46–62.
Arnold, O. (1996). Die Therapiesteuerungskomponente
einer wissensbasierten Systemarchitektur f
¨
ur Auf-
gaben der Prozeßf
¨
uhrung, volume 130 of DISKI. St.
Augustin: infix.
Arnold, O. and Jantke, K. P. (1994a). Therapy plan genera-
tion as program synthesis. In Arikawa, S. and Jantke,
K. P., editors, Algorithmic Learning Theory, Proc. 4th
International Workshop on Analogical and Inductive
Inference (AII’94) and the 5th International Workshop
on Algorithmic Learning Theory (ALT’94), October
10–15, 1994, Reinhardsbrunn Castle, Germany, vol-
ume 872, pages 40–55. Springer–Verlag.
Arnold, O. and Jantke, K. P. (1994b). Therapy plans as hier-
archically structured graphs. WISCON Report 02/94,
HTWK Leipzig (FH), FB Informatik, Mathematik &
Naturwissenschaften.
Arnold, O. and Jantke, K. P. (1996). Representing and
processing dynamic knowledge in complex dynamic
systems. In Alpaydın, E., C¸ ilingiro
˘
glu, U., G
¨
urgen,
F., and G
¨
uzelis¸, C., editors, Fifth Turkish Sympo-
sium on Artificial Intelligence and Neural Networks,
TAINN’96, Istanbul, June 27–28, 1996, pages 351–
356. Bo
˘
gazic¸i University.
Arnold, S., Fujima, J., and Jantke, K. P. (2013). Story-
boarding serious games for large-scale training appli-
cations. In Foley, O., Restivo, M. T., Uhomoibhi, J.,
and Helfert, M., editors, Proceedings of the 5th Inter-
national Conference on Computer Supported Educa-
tion, CSEDU 2013, Aachen, Germany, May 6-8, 2013,
pages 651–655.
Bj
¨
ork, S. and Holopainen, J. (2004). Patterns in Game De-
sign. Hingham, MA, USA: Charles River Media.
Chen, L., Abraham, J., Zhu, J., Trenberth, K. E., Fasullo, J.,
Boyer, T., Locarnini, R., Zhang, B., Yu, F., Wan, L.,
Chen, X., Song, X., Liu, Y., and Mann, M. E. (2020).
Record-setting ocean warmth continued in 2019. Ad-
vances in Atmospheric Sciences, 37:137–142.
Fujima, J., Jantke, K. P., and Arnold, S. (2013). Digital
game playing as storyboard interpretation. In Pro-
ceedings of the 5th International Games Innovation
Conference (IGIC), Vancouver, BC, Canada, Sept. 23-
25, 2013, pages 64–71. IEEE Consumer Electronics
Society.
Jantke, K. P. (2006). Layered Languages of Ludology: The
Core Approach. Diskussionsbeitr
¨
age 25, TUI IfMK.
Jantke, K. P. (2012). Patterns of game playing behav-
ior as indicators of mastery. In Ifenthaler, D., Es-
eryel, D., and Ge, X., editors, Assessment in Game-
Based Learning: Foundations, Innovations, and Per-
spectives, pages 85–103. New York, Heidelberg, Do-
drecht, London: Springer.
Jantke, K. P. (2013). Pedagogical patterns and didac-
tic memes for memetic design by educational story-
boarding. In Arnold, O., Spickermann, W., Spyratos,
N., and Tanaka, Y., editors, Webble Technology,
First Webble World Summit, WWS 2013, Erfurt, Ger-
many, June 2013, volume 372 of Communications in
Computer and Information Science, pages 143–154.
Springer.
Jantke, K. P. and Knauf, R. (2005). Didactic design through
storyboarding: Standard concepts for standard tools.
In in: First International Workshop on Dissemination
of E-Learning Technologies and Applications, DELTA
2005, Cape Town, South Africa, January 3–6, 2005,
pages 20–25. Computer Science Press, Trinity College
Dublin, Ireland.
Knauf, R., Sakurai, Y., Tsuruta, S., and Jantke, K. P. (2010).
Modeling didactic knowledge by storyboarding. J.
Educational Computing Research, 42(4):355–383.
AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach
131