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Featured researches published by Per Backlund.


international conference on games and virtual worlds for serious applications | 2013

Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games

Per Backlund; Maurice Hendrix

Over the last decade educational games have become more and more popular. There are many games specifically designed as educational games, as well as a number of entertainment games that have been successfully used for educational purposes. The EduGameLab project aims to stimulate the use of games in the classroom. This paper presents a meta-analysis of the effectiveness of game-based learning and focuses specifically on empirical evidence on the effectiveness of using games in education in the last decade. Moreover, the study focuses on usage in formalized school contexts, i.e. pre-school, elementary school, secondary school, high school and higher education. As secondary aims we also assess whether there are any clear methodological trends and whether a link could be found between the outcome of empirical studies and the evaluator being a stakeholder in the game development.


ieee international conference on information visualization | 2007

Sidh - a Game Based Firefighter Training Simulation

Per Backlund; Henrik Engström; Cecilia Hammar; Mikael Johannesson; Mikael Lebram

This paper presents Sidh-a game based firefighter training simulator developed in cooperation between the University ofSkvde and the Swedish Rescue Services Agency. Sidh is based on computer game hardware and software solutions but adds a novel interaction model and gameplay specifically developed for the purpose of training firefighters. The simulator environment is a cave where the player is interacting with the game through a set of sensors. Players move in the virtual world by movements in the physical world and a substantial physical effort is required to accomplish game tasks. Sidh has been used in a feasibility study where 31 firefighter students have been playing the game and the performance of these students as well as their reflections from using the game have been analyzed. Results from this study show that Sidh is a useful complement to traditional training methods and that the subjects give very high grades on the entertainment value of the game which indicate that this form of training may be self-motivating which is an important issue for voluntary, after-hours training.


Information Systems | 2008

A knowledge-based approach to manage information systems interoperability

Jolita Ralyté; Manfred A. Jeusfeld; Per Backlund; Harald Kühn; Nicolas Arni-Bloch

Interoperability is a key property of enterprise applications, which is hard to achieve due to the large number of interoperating components and semantic heterogeneity. The inherent complexity of interoperability problems implies that there exists no silver bullet to solve them. Rather, the knowledge about how to solve wicked interoperability problems is hidden in the application cases that expose those problems. The paper addresses the question of how to organise and use method knowledge to resolve interoperability problems. We propose the structure of a knowledge-based system that can deliver situation-specific solutions, called method chunks. Situational Method Engineering promotes modularisation and formalisation of method knowledge in the form of reusable method chunks, which can be combined to compose a situation-specific method. The method chunks are stored in a method chunk repository. In order to cater for management and retrieval, we introduce an Interoperability Classification Framework, which is used to classify and tag method chunks and to assess the project situation in which they are to be used. The classification framework incorporates technical as well as business and organisational aspects of interoperability. This is an important feature as interoperability problems typically are multifaceted spanning multiple aspects. We have applied the approach to analyse an industry case from the insurance sector to identify and classify a set of method chunks.


Simulation & Gaming | 2010

Games for traffic education: An experimental study of a game-based driving simulator

Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram

In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about different traffic safety variables, such as speed, headway distance, and lane change behavior, from 70 participants. The data were analyzed to investigate possible individual learning effects and differences between groupings of participants. The experiment shows clear, positive, individual learning effects for all traffic safety variables analyzed. The authors also made a qualitative analysis of the participants’ perception of the simulator as a learning tool. From the results, it is concluded that a game-based simulation can be used to enhance learning in driving education.


Simulation & Gaming | 2012

The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

Anna-Sofia Alklind Taylor; Per Backlund; Lars Niklasson

Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have overconfidence in the pedagogical power of games and simulations, particularly where the instructor is taken out of the gaming loop. The authors propose a framework, the coaching cycle, that focuses on the roles of instructors. The roles include instructors acting as game players. The fact that the instructors take a more active part in all training activities will further improve learning. The coaching cycle integrates theories of experiential learning (where action precedes theory) and deliberate practice (where the trainee’s skill is constantly challenged by a coach). Incorporating a coaching-by-gaming perspective complicates, but also strengthens, the player-centered design approach to game development in that we need to take into account two different types of players: trainees and instructor. Furthermore, the authors argue that the coaching cycle allows for a shift of focus to a more thorough debriefing, because it implies that learning of theoretical material before simulation/game playing is kept to a minimum. This shift will increase the transfer of knowledge.


2008 International Conference Visualisation | 2008

Designing for Self-Efficacy in a Game Based Simulator: An Experimental Study and Its Implications for Serious Games Design

Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram; Björn Sjödén

This paper presents the results of an experimental study on designing for self-efficacy in a game based driving simulator. Self-efficacy refers to how peoplepsilas beliefs in their capabilities affect their actions. The results show that the design of the feedback system can be used to increase self-efficacy measures thus affecting performance in a driving simulator environment. Self-efficacy has consequences not only for the performance of the particular task, but also for what activities he/she chooses to engage in and the persistence invested in them. Hence we find the results from this study relevant to various aspects of serious games design.


ieee international conference on information visualization | 2007

Games and Traffic Safety - an Experimental Study in a Game-Based Simulation Environment

Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram

In this paper we report results from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator-sessions we collected data over different traffic safety variables, such as speed, headway distance and lane change behavior, from 70 subjects. The data was analyzed in order to investigate possible individual learning effects and differences between groupings of subjects. The experiment shows clear positive individual learning effects for all traffic safety variables analyzed. Hence we conclude that game based simulations can be used to enhance learning in driving education.


computer games | 2009

SIDH : A Game-Based Architecture for a Training Simulator

Per Backlund; Henrik Engström; Martin Gustavsson; Mikael Johannesson; Mikael Lebram; Emmy Sjörs

Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.


2009 Second International Conference in Visualisation | 2009

The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation

Anna-Sofia Alklind Taylor; Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram

Elinor is a game based tool for rehabilitation of stroke patients to be used in their home environment. The application is the result of a creative and exploratory development project in which researchers in the serious games area and experts in stroke rehabilitation collaborated in order to develop a motivating, easy to use and relatively inexpensive tool for relearning functions lost due to a stroke. Elinor can be viewed as an integrated system for stroke rehabilitation in that it is both a system, controlled by movements, for training of its primary user group and a system for monitoring the training by medical expertise. In this paper, we will describe the Elinor application itself, the development process and the initial evaluation of it in order to identify implications for serious games.


Journal of Knowledge Management | 2010

Supporting Knowledge Evaluation to Increase Quality in Electronic Knowledge Repositories

Lena Aggestam; Per Backlund; Anne Persson

Knowledge forms an important asset in modern organizations. In order to gain and sustain competitive advantage knowledge has to be managed. One aspect of this is to use Electronic Knowledge Repositories EKR to enhance knowledge sharing, reuse and learning. The success of an EKR is dependent on the quality of its content. For knowledge to be stored in an EKR, it has to be captured. One crucial part of the capture process is to evaluate whether the identified knowledge should be incorporated in the EKR or not. Therefore, to increase quality in an EKR, the evaluation stage of the capture process must be successfully carried out. Based on an interpretive field study and an extensive literature review, this paper identifies and characterizes Critical Success Factors CSF in the evaluation stage and presents guidance aiming to support implementation of the evaluation stage with the purpose to increase the quality of an EKR. In particular, the guidance supports the decision whether identified knowledge should be stored or not and it highlights the importance of performing evaluation addressing correctness, relevance, protection and redundancy. The characterization of the capture process contributes mainly to KM theory, and the guidance to KM practice.

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