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About GATE

GATE final publication 2012
Results from the GATE research project
a 75 page overview (pfd 4.7 Mb)

GATE Magazine 2010
a 36-page overview of the GATE project (pdf 5.3 Mb

Research themes:
Theme 1: Modeling the virtual World
Theme 2: Virtual characters
Theme 3: Interacting with the world
Theme 4: Learning with simulated worlds

Pilots:
Pilot Education Story Box
Pilot Education Carkit
Pilot Safety Crisis management
Pilot Healthcare Scottie
Pilot Healthcare Wiihabilitainment

Knowledge Transfer Projects:
Sound Design 
CIGA 
Agecis 
CycART 
VidART
Motion Controller
Compliance
Mobile Learning
Glengarry Glen Ross
CASSIB
EIS
Enriching Geo-Specific Terrain
Pedestrian and Vehicle Traffic Interactions
Semantic Building Blocks for Declarative Virtual World Creation 
Computer Animation for Social Signals and Interactive Behaviors

Address

Center for Advanced Gaming and Simulation
Department of Information and Computing Sciences
Utrecht University
P.O. Box 80089
3508 TB Utrecht
The Netherlands
Tel +31 30 2537088

Acknowledgement

 ICTRegie is a compact, independent organisation consisting of a Supervisory Board, an Advisory Council, a director and a bureau. The Minister of Economic Affairs, and the Minister of Education, Culture and Science bear the political responsibility for ICTRegie. The organisation is supported by the Netherlands Organisation for Scientific Research (NWO) and SenterNovem.

Measurement of transfer of training in serious gaming

Knowledge Transfer Project
Measurement of transfer of training in serious gaming

According to the results of the WP 4.4. Transfer of Gaming (ToG) of the GATE Scientific Programme, serious gaming can lead to high transfer (Korteling et al, 2010). In this WP principles have been developed that should be fulfilled in order to accomplish high transfer. In addition, in WP 4.4. knowledge has been developed about the methodological aspects of game validation. However, there is still a need for a sound practical test and further elaboration of this methodological knowledge on usability, added value, best practices, etcetera. Therefore, in the present KTP this knowledge is tested and the applicability and concreteness is enhanced. For this purpose, a concrete and representative case will be used, i.e., a Cashiers Trainer (JUST). This trainer combines a simulation of a complete task and job environment including virtual characters with didactical principles (e.g. intelligent tutoring, feedback, and levels of increasing complexity) in an attractive and accessible way. It is therefore termed a Virtual On-the-job Trainer (VOJT). The present project will enhance the applicability and verify the principles and methodologies concerning measurement and optimalization of transfer that have been developed in WP 4.4 on the basis of:

1) Evaluation of the effectiveness van de VOJT in terms of quality of cashiers' performance in two ways: a) expert evaluation of the VOJT, b) performance measurement using four ways of training and training devices (conditions), i.e.: VOJT and OJT, CBT/simple simulation and OJT, classroom instruction and OJT, only OJT.

2) Investigation of the efficiency of this VOJT in terms of costs and time in these four conditions. For developers of serious gaming this research project offers various means of support to improve, found and substantiate the quality and effectiveness of their serious games.

Project Leader
Dr J.E. Korteling, TNO Human Factors

Project Participants
TNO Human Factors (GATE Knowledge Institute)
Jutten Simulation (JUST) (Company)

Related research workpackage
Workpackage 4.4. Transfer of Gaming