Moirai: A No-Code Virtual Serious Game Authoring Platform
Abstract
:1. Introduction
2. Background and Related Work
2.1. Serious Games
2.2. Simulation
- The simulation follows a single navigation path, from node to node. Each node represents a step or point in the simulation, that may contain information, media (images or video), self-assessment questions, decision options, or other interactions. This presents limited interaction to the learner, as choices they make do not affect how the scenario unfolds, but they help keep the learner on course and are simplest to create.
- Again the simulation progresses from node to node, but at each decision point, the scenario will progress differently based on the choice made by the learner. At each decision point, typically a limited number of options (2–4) are presented to the learner. The ultimate outcome of the simulation depends on the learner’s choices.
- Similar to branched cases, but authored in a way to limit the number of possible paths and outcomes of the simulation. Some choices may bring the learner back to a previous node to choose another option, or some paths may merge back together.
- These simulations are open-ended, allowing the learner to explore a situation and decide what information to gather. For example, these take the form of a meeting between the professional and a client where the learner can choose what questions to ask, what assessments or investigations to perform, and other information to gather. Once the learner is ready, they are asked to commit to an assessment of the situation or an action plan. Learners receive feedback on information gathered, information omitted, their efficiency, and their ultimate decision.
- Responsive virtual simulations are also open-ended, but powered by an engine (e.g., in healthcare it would be a physiology engine), so learners can choose assessments and interventions, and the simulator will respond in real-time to their actions. In healthcare, these are typically used for emergency or critical care simulations, where interventions such as intravenous fluids or endotracheal intubation have rapid effects.
- Some platforms focus on re-creating communication between a service provider and a client, or among providers. They use natural language processing and artificial intelligence to interpret questions asked by the learner and then to provide appropriate responses. Other platforms focus on the nuances of how to phrase communications and are built more like a branching case, but with a relationship and trust with the client that can be built or lost.
- These virtual simulations are designed specifically to teach about a manual procedure or other step-wise processes. The flow of a scenario may resemble a linear or pseudo-branched case, but the focus will be on the procedure.
2.3. Visual Programming
- Allows users to construct a functional user interface (UI) by dragging and dropping visual components into a form.
- Allows users to construct a program by connecting visual components where the output of a component serves as data input to another component.
- Allows users to construct a program by combining visual blocks that fit together like a jigsaw puzzle.
- Allows users to construct a program by connecting icons to represent data flow.
2.4. Related Work
3. Moirai: The Virtual Serious Games Authoring Platform
3.1. Methodology
3.2. The Moirai Editor
3.2.1. User Interface
- 3D creation: Blender by Blender Foundation (Blender Foundation—Blender 3.0: https://www.blender.org/download/releases/3-0/, accessed on 12 October 2022).
- Game engine: Unreal by Epic Games (Epic Games—Blueprints Quick Start Guide: https://docs.unrealengine.com/5.0/en-US/quick-start-guide-for-blueprints-visual-scripting-in-unreal-engine/, accessed on 12 October 2022).
- Video compositing: Fusion by Blackmagic Design (Blackmagic Design—Fusion 18: https://www.blackmagicdesign.com/products/fusion, accessed on 13 October 2022).
- Machine learning: Azure machine learning designer by Microsoft (Tutorial: Designer—train a no-code regression model—Azure Machine Learning: https://learn.microsoft.com/en-us/azure/machine-learning/tutorial-designer-automobile-price-train-score, accessed on 13 October 2022).
- Blue: Marks the starting point of the game. Only one can exist. Nodes: Start.
- Red: Marks an ending point of the game. Multiple end points can exist. Nodes: End.
- Grey: Identifies nodes that present information or choices to the learner. Nodes: Dialogue, Dialogue with choices, Decision point, Decision result.
- Green: Marks nodes that cause a modification to the scenario. Nodes: Set room.
3.2.2. Nodes
3.3. The Moirai Player
3.3.1. Structure
- JSON Loader: handles loading of the JSON file data.
- Interface Controller: handles all the user interface components.
- Speech Controller: if TTS is enabled, it will connect to Google Cloud TTS and convert all text into audio.
- Characters Controller: handles character-related data and events (e.g., names, and animation).
- Room Controller: handles rooms and transitions between them.
- SCORM Controller: handles communication between the player and the LMS, relaying data such as score, status, and time.
3.3.2. User Interface
4. Case Studies
4.1. Person-Centred Serious Games for Mental Health Education
4.1.1. Context
4.1.2. Scenario
4.1.3. User Study
4.2. International Educated Nurse-Centred Virtual Serious Game
4.2.1. Context
4.2.2. Scenario
4.2.3. User Study
5. Challenges and Limitations
6. Conclusions and Ongoing Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Correction Statement
Abbreviations
CNO | College of Nurses in Ontario |
EUD | End-User Development |
GPE | Graphical PalCom user interface markup language editor |
HIC | High-Income Countries |
IEN | Internationally Educated Nurse |
iVLE | Immersive Virtual Learning Environment |
JSON | JavaScript Object Notation |
LMS | Learning Management System |
MEMORABLE | Multi-playEr custoMisable seriOus Game fRAmework for cyBer-security LEarning |
NPC | Non-Playable Character |
RAD | Rapid Application Development |
SALSA | Simple Automated LipSync Aproximation |
SCORM | Sharable Content Object Reference Model |
STEM | Science, Technology, Engineering, and Mathematics |
SUS | System Usability Scale |
TTS | Text-To-Speech |
UEQ | User Experience Questionnaire |
UI | User Interface |
UMA | Unity Multipurpose Avatar |
VSG | Virtual Serious Game |
References
- Rahiem, M.D.H. Technological Barriers and Challenges in the Use of ICT during the COVID-19 Emergency Remote Learning. Univers. J. Educ. Res. 2020, 8, 6124–6133. [Google Scholar] [CrossRef]
- Koksal, I. The Rise Of Online Learning. 2020. Available online: https://www.forbes.com/sites/ilkerkoksal/2020/05/02/the-rise-of-online-learning/ (accessed on 16 November 2022).
- Toquero, C.M. Challenges and Opportunities for Higher Education amid the COVID-19 Pandemic: The Philippine Context. Pedagog. Res. 2020, 5, em0063. [Google Scholar] [CrossRef] [PubMed]
- Ferrel, M.N.; Ryan, J.J. The Impact of COVID-19 on Medical Education. Cureus 2020, 12. [Google Scholar] [CrossRef] [PubMed]
- Shahrvini, B.; Baxter, S.L.; Coffey, C.S.; MacDonald, B.V.; Lander, L. Pre-Clinical Remote Undergraduate Medical Education during the COVID-19 Pandemic: A Survey Study. BMC Med. Educ. 2021, 21, 13. [Google Scholar] [CrossRef] [PubMed]
- Rose, S. Medical Student Education in the Time of COVID-19. JAMA 2020, 323, 2131. [Google Scholar] [CrossRef]
- Edigin, E.; Eseaton, P.O.; Shaka, H.; Ojemolon, P.E.; Asemota, I.R.; Akuna, E. Impact of COVID-19 Pandemic on Medical Postgraduate Training in the United States. Med. Educ. Online 2020, 25, 1774318. [Google Scholar] [CrossRef]
- Kent-Wilkinson, A.; Blaney, L.; Groening, M.; Santa Mina, E.; Rodrigue, C.; Hurst, C. CFMHN’s 3rd Position Paper 2016: Mental Health and Addiction Curriculum in Undergraduate Nursing Education in Canada. 2016. Available online: https://www.cfmhn.ca/2019/05/14/cfmhn-2016-position-paper/ (accessed on 29 September 2022).
- Keung, N. Immigrant Nurses Face New Hurdles with Ontario’s Licensing Changes. 2014. Available online: https://www.thestar.com/news/immigration/2014/11/11/immigrant_nurses_face_new_hurdles_with_ontarios_licensing_changes.html (accessed on 22 September 2022).
- Rosa, W.E.; Kurth, A.E.; Sullivan-Marx, E.; Shamian, J.; Shaw, H.K.; Wilson, L.L.; Crisp, N. Nursing and Midwifery Advocacy to Lead the United Nations Sustainable Development Agenda. Nurs. Outlook 2019, 67, 628–641. [Google Scholar] [CrossRef]
- Lum, L.; Dowedoff, P.; Englander, K. Internationally Educated Nurses’ Reflections on Nursing Communication in Canada. Int. Nurs. Rev. 2016, 63, 344–351. [Google Scholar] [CrossRef]
- Gorbanev, I.; Agudelo-Londoño, S.; González, R.A.; Cortes, A.; Pomares, A.; Delgadillo, V.; Yepes, F.J.; Muñoz, Ó. A Systematic Review of Serious Games in Medical Education: Quality of Evidence and Pedagogical Strategy. Med. Educ. Online 2018, 23, 1438718. [Google Scholar] [CrossRef]
- McCallum, S. Gamification and Serious Games for Personalized Health. pHealth 2012, 177, 85–96. [Google Scholar] [CrossRef]
- Nóbrega, R.; Jacob, J.; Coelho, A.; Ribeiro, J.; Weber, J.; Ferreira, S. Leveraging Pervasive Games for Tourism: An Augmented Reality Perspective. Int. J. Creat. Interfaces Comput. Graph. 2018, 9, 1–14. [Google Scholar] [CrossRef]
- Pearson, M.; Chilton, R.; Wyatt, K.; Abraham, C.; Ford, T.; Woods, H.; Anderson, R. Implementing Health Promotion Programmes in Schools: A Realist Systematic Review of Research and Experience in the United Kingdom. Implement. Sci. 2015, 10, 149. [Google Scholar] [CrossRef]
- Wilcocks, K.; Kapralos, B.; Quevedo, A.U.; Alam, F.; Dubrowski, A. The Anesthesia Crisis Scenario Builder for Authoring Anesthesia Crisis-Based Simulations. IEEE Trans. Games 2020, 12, 361–366. [Google Scholar] [CrossRef]
- Torres, A.; Kapralos, B.; da Silva, C.; Peisachovich, E.; Dubrowski, A. A Scenario Editor to Create and Modify Virtual Simulations and Serious Games for Mental Health Education. In Proceedings of the 2021 12th International Conference on Information, Intelligence, Systems & Applications (IISA), Chania Crete, Greece, 12–14 July 2021; pp. 1–4. [Google Scholar] [CrossRef]
- Da Silva, C.; Torres, A.; Kapralos, B.; Peisachovich, E.H.; Anyinam, C.; Coffey, S.; Graham, L.; Dubrowski, A. International Educated Nurse-Centered Virtual Serious Game. In Proceedings of the 2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA), Corfu, Greece, 18–20 July 2022; pp. 1–6. [Google Scholar] [CrossRef]
- Connolly, T.M.; Boyle, E.A.; MacArthur, E.; Hainey, T.; Boyle, J.M. A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games. Comput. Educ. 2012, 59, 661–686. [Google Scholar] [CrossRef]
- Wijman, T. The Games Market and Beyond in 2021: The Year in Numbers. 2021. Available online: https://newzoo.com/insights/articles/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming (accessed on 3 October 2022).
- Witkowski, W. Videogames Are a Bigger Industry Than Movies and North American Sports Combined, Thanks to the Pandemic. 2021. Available online: https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990 (accessed on 3 October 2022).
- Rodrigues, R. Is the Video Games Industry Bigger Than Hollywood? 2022. Available online: https://www.linkedin.com/pulse/video-games-industry-bigger-than-hollywood-ricardo-rodrigues/ (accessed on 3 October 2022).
- Becker, K. What’s the Difference between Gamification, Serious Games, Educational Games, and Game-Based Learning? Acad. Lett. 2021, 209, 1–4. [Google Scholar] [CrossRef]
- Zhonggen, Y. A Meta-Analysis of Use of Serious Games in Education over a Decade. Int. J. Comput. Games Technol. 2019, 2019, e4797032. [Google Scholar] [CrossRef]
- Stapleton, A.J. Serious Games: Serious Opportunities. In Proceedings of the Australian Game Developers Conference (Academic Summit), Melbourne, Australia, 2 December 2004; p. 6. [Google Scholar]
- Vos, N.; van der Meijden, H.; Denessen, E. Effects of Constructing versus Playing an Educational Game on Student Motivation and Deep Learning Strategy Use. Comput. Educ. 2011, 56, 127–137. [Google Scholar] [CrossRef]
- Biggs, J.; Tang, C. Teaching for Quality Learning at University, 4th ed.; UK Higher Education OUP Humanities & Social Sciences Higher Education OUP; McGraw-Hill Education: Maidenhead, UK, 2011. [Google Scholar]
- Tori, A.A.; Tori, R.; Nunes, F.L.S. Serious Game Design in Health Education: A Systematic Review. IEEE Trans. Learn. Technol. 2022, Early Access, 1–21. [Google Scholar] [CrossRef]
- Verkuyl, M.; Taplay, K.; Atack, L.; Boulet, M.; Dubois, N.; Goldsworthy, S.; Merwin, T.; Willett, T.; Job, T. Virtual Simulation: An Educator’s Toolkit; Pressbooks: Toronto, Canada, 2022; Available online: https://ecampusontario.pressbooks.pub/vlsvstoolkit/ (accessed on 5 October 2022).
- Gaba, D.M. The Future Vision of Simulation in Health Care. BMJ Qual. Saf. 2004, 13, i2–i10. [Google Scholar] [CrossRef]
- Upstate Medical University. Simulation Modalities. 2022. Available online: https://www.upstate.edu/academic-affairs/sim-center/what-is-simulation.php (accessed on 4 October 2022).
- Kuhail, M.A.; Farooq, S.; Hammad, R.; Bahja, M. Characterizing Visual Programming Approaches for End-User Developers: A Systematic Review. IEEE Access 2021, 9, 14181–14202. [Google Scholar] [CrossRef]
- IBM Cloud Education. What Is Low-Code. 2021. Available online: https://www.ibm.com/cloud/learn/low-code (accessed on 4 October 2022).
- IBM Cloud Education. Low-Code vs. No-Code: What’s the Difference? 2022. Available online: https://www.ibm.com/cloud/blog/low-code-vs-no-code (accessed on 5 October 2022).
- Lieberman, H.; Paternò, F.; Klann, M.; Wulf, V. End-User Development: An Emerging Paradigm. In End User Development; Lieberman, H., Paternò, F., Wulf, V., Eds.; Springer Netherlands: Dordrecht, The Netherlands, 2006; Volume 9, pp. 1–8. [Google Scholar] [CrossRef]
- Bratincevic, J.; Koplowitz, R. The Forrester Wave™: Low-Code Development Platforms For Professional Developers, Q2 2021; Technical Report; Forrester Research, Inc.: Cambridge, USA, 2021; Available online: https://www.outsystems.com/1/low-code-development-platforms-wave-/ (accessed on 5 October 2022).
- Rimol, M. Gartner Says the Majority of Technology Products and Services Will Be Built by Professionals Outside of IT by 2024. 2021. Available online: https://www.gartner.com/en/newsroom/press-releases/2021-06-10-gartner-says-the-majority-of-technology-products-and-services-will-be-built-by-professionals-outside-of-it-by-2024 (accessed on 5 October 2022).
- Gurbuz, S.C.; Celik, M. Serious Games in Future Skills Development: A Systematic Review of the Design Approaches. Comput. Appl. Eng. Educ. 2022, 30, 1591–1612. [Google Scholar] [CrossRef]
- Pontes, H.P.; Furlan Duarte, J.B.; Pinheiro, P.R. An Educational Game to Teach Numbers in Brazilian Sign Language While Having Fun. Comput. Hum. Behav. 2020, 107, 105825. [Google Scholar] [CrossRef]
- Wronowski, M.; Urick, A.; Wilson, A.S.P.; Thompson, W.; Thomas, D.; Wilson, S.; Elizondo, F.J.; Ralston, R. Effect of a Serious Educational Game on Academic and Affective Outcomes for Statistics Instruction. J. Educ. Comput. Res. 2020, 57, 2053–2084. [Google Scholar] [CrossRef]
- Zumbach, J.; Rammerstorfer, L.; Deibl, I. Cognitive and Metacognitive Support in Learning with a Serious Game about Demographic Change. Comput. Hum. Behav. 2020, 103, 120–129. [Google Scholar] [CrossRef]
- Maheu-Cadotte, M.A.; Cossette, S.; Dubé, V.; Fontaine, G.; Mailhot, T.; Lavoie, P.; Cournoyer, A.; Balli, F.; Mathieu-Dupuis, G. Effectiveness of Serious Games and Impact of Design Elements on Engagement and Educational Outcomes in Healthcare Professionals and Students: A Systematic Review and Meta-Analysis Protocol. BMJ Open 2018, 8, e019871. [Google Scholar] [CrossRef]
- Sipiyaruk, K.; Gallagher, J.E.; Hatzipanagos, S.; Reynolds, P.A. A Rapid Review of Serious Games: From Healthcare Education to Dental Education. Eur. J. Dent. Educ. 2018, 22, 243–257. [Google Scholar] [CrossRef]
- Haruna, H.; Zainuddin, Z.; Mellecker, R.R.; Chu, S.K.; Hu, X. An Iterative Process for Developing Digital Gamified Sexual Health Education for Adolescent Students in Low-Tech Settings. Inf. Learn. Sci. 2019, 120, 723–742. [Google Scholar] [CrossRef]
- Garcia, I.; Pacheco, C.; Méndez, F.; Calvo-Manzano, J.A. The Effects of Game-Based Learning in the Acquisition of “Soft Skills” on Undergraduate Software Engineering Courses: A Systematic Literature Review. Comput. Appl. Eng. Educ. 2020, 28, 1327–1354. [Google Scholar] [CrossRef]
- Rodríguez, G.; González-Caino, P.C.; Resett, S. Serious Games for Teaching Agile Methods: A Review of Multivocal Literature. Comput. Appl. Eng. Educ. 2021, 29, 1931–1949. [Google Scholar] [CrossRef]
- Carenys, J.; Moya, S. Digital Game-Based Learning in Accounting and Business Education. Account. Educ. 2016, 25, 598–651. [Google Scholar] [CrossRef]
- Ellahi, A.; Zaka, B.; Sultan, F. A Study of Supplementing Conventional Business Education with Digital Games. J. Educ. Technol. Soc. 2017, 20, 195–206. Available online: http://www.jstor.org/stable/26196130 (accessed on 14 October 2022).
- Bitrián, P.; Buil, I.; Catalán, S. Flow and Business Simulation Games: A Typology of Students. Int. J. Manag. Educ. 2020, 18, 100365. [Google Scholar] [CrossRef]
- Boada, I.; Rodríguez, A.; Llenas, B.; Xiberta, P. TAECon, a Web-Based Platform to Promote STEM. Int. J. Serious Games 2022, 9, 43–61. [Google Scholar] [CrossRef]
- Chabbi, H.; Ingram, S.; Hofmann, F.; Ngyuen, V.; Khazaal, Y. A Configurable Serious Game for Inhibitory and Interference Control. In Proceedings of the HCI in Games; Fang, X., Ed.; Lecture Notes in Computer Science. Springer International Publishing: Cham, Switzerland, 2022; pp. 496–507. [Google Scholar] [CrossRef]
- Wang, J.; Hodgson, R.; Cristea, A.I. MEMORABLE: A Multi-playEr custoMisable seriOus Game fRAmework for cyBer-security LEarning. In Proceedings of the Intelligent Tutoring Systems; Crossley, S., Popesc , E., Eds.; Lecture Notes in Computer Science. Springer International Publishing: Cham, Switzerland, 2022; pp. 313–322. [Google Scholar] [CrossRef]
- Atlassian. What Is Agile? 2022. Available online: https://www.atlassian.com/agile (accessed on 5 September 2022).
- Torres, A.B.B.; Kapralos, B.; Uribe-Quevedo, A.; Quero, E.Z.; Dubrowski, A. A Gamified Educational Network for Collaborative Learning. In Proceedings of the Internet of Things, Infrastructures and Mobile Applications (IMCL 2019); Auer, M.E., Tsiatsos, T., Eds.; Springer International Publishing: Cham, Germany, 2021. Advances in Intelligent Systems and Computing. pp. 266–275. [Google Scholar] [CrossRef]
- Da Silva, C.; Torres, A.; Kapralos, B.; Peisachovich, E.; Dubrowski, A.; Baltazar, V.; Qureshi, B.; Caraballo, N. Person-Centered Virtual Serious Games: Mental Health Education. In Proceedings of the 2021 IEEE 45th Annual Computers Software and Applications Conference (COMPSAC), Madrid, Spain, 12–16 July 2021; pp. 1383–1384. [Google Scholar] [CrossRef]
- Centre for Addiction and Mental Health. Mental Illness and Addiction: Facts and Statistics. 2022. Available online: https://www.camh.ca/en/driving-change/the-crisis-is-real/mental-health-statistics (accessed on 28 September 2022).
- Canadian Mental Health Association. Fast Facts about Mental Health and Mental Illness. 2021. Available online: https://cmha.ca/brochure/fast-facts-about-mental-illness/ (accessed on 28 September 2022).
- Smith, M.; Khanlou, N. An Analysis of Canadian Psychiatric Mental Health Nursing through the Junctures of History, Gender, Nursing Education, and Quality of Work Life in Ontario, Manitoba, Alberta, and Saskatchewan. Int. Sch. Res. Not. 2013, 2013, e184024. [Google Scholar] [CrossRef]
- Kidd, L.I.; Morgan, K.I.; Savery, J.R. Development of a Mental Health Nursing Simulation: Challenges and Solutions. J. Interact. Online Learn. 2012, 11, 10. Available online: http://www.ncolr.org/jiol/issues/pdf/11.2.3.pdf (accessed on 29 September 2022).
- Guise, V.; Chambers, M.; Välimäki, M. What Can Virtual Patient Simulation Offer Mental Health Nursing Education? J. Psychiatr. Ment. Health Nurs. 2012, 19, 410–418. [Google Scholar] [CrossRef]
- AL-Sagarat, A.Y.; ALSaraireh, F.; Masa’deh, R.; Moxham, L. The Impact of a Mental Health Clinical Placement on the Clinical Confidence of Nursing Students in Jordan. Nurse Educ. Today 2015, 35, 760–764. [Google Scholar] [CrossRef]
- Happell, B.; Platania-Phung, C. Mental Health Placements in a General Health Setting: No Substitute for the Real Thing! J. Clin. Nurs. 2012, 21, 2026–2033. [Google Scholar] [CrossRef]
- Happell, B.; Gaskin, C.J. The Attitudes of Undergraduate Nursing Students towards Mental Health Nursing: A Systematic Review. J. Clin. Nurs. 2013, 22, 148–158. [Google Scholar] [CrossRef]
- Happell, B.; Gaskin, C.J.; Byrne, L.; Welch, A.; Gellion, S. Clinical Placements in Mental Health: A Literature Review. Issues Ment. Health Nurs. 2015, 36, 44–51. [Google Scholar] [CrossRef]
- Annette Lane, L.C. Online Simulated Clinical Experiences in Mental Health Nursing Practice. 2017. Available online: https://journals.rcni.com/mental-health-practice/online-simulated-clinical-experiences-in-mental-health-nursing-practice-mhp.2017.e1213 (accessed on 28 September 2022).
- Brooke, J. SUS: A `Quick and Dirty’ Usability Scale. In Usability Evaluation In Industry; Jordan, P.W., Thomas, B., Weerdmeester, B.A., McClelland, I.L., Eds.; Taylor & Francis: London, UK, 1996; pp. 189–194. [Google Scholar] [CrossRef]
- Brooke, J. SUS: A Retrospective. J. Usability Stud. 2013, 8, 29–40. [Google Scholar]
- U.S. Department of Health and Human Services. System Usability Scale (SUS). 2013. Available online: https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html (accessed on 11 March 2020).
- CARE Centre for Internationally Educated Nurses. IENCAP/OSCE Preparation Workshop. 2022. Available online: https://care4nurses.org/event/iencap-osce-preparation-workshop/ (accessed on 22 September 2022).
- Wheeler, R.; Foster, J.; Hepburn, K. The Experiences of Internationally Educated Nurses in the Southeastern United States of America. Int. Nurs. Rev. 2013, 60, 397–404. [Google Scholar] [CrossRef] [PubMed]
- College of Nurses of Ontario. Internationally Educated Nurses Competency Assessment Program (IENCAP). 2020. Available online: https://www.cno.org/en/become-a-nurse/registration-requirements/education/internationally-educated-nurses-competency-assessment-program/ (accessed on 22 September 2022).
- Health Force Ontario. Services for IEHPs. 2020. Available online: https://www.healthforceontario.ca/en/Home/All_Programs/Access_Centre/Services_for_IEHPs (accessed on 22 September 2022).
- Touchstone Institute. Internationally Educated Nurses Competency Assessment Program (IENCAP). 2022. Available online: https://touchstoneinstitute.ca/assessment/iencap/ (accessed on 22 September 2022).
- Cochran, S.W. The Delphi Method: Formulating and Refining Group Judgements. J. Hum. Sci. 1983, 2, 111–117. [Google Scholar]
Node Name | Parameters | Connections |
---|---|---|
Start | - Scene name (text). - Character names (text). - Background information (rich text). - Objectives (rich text). - Client data (rich text). - Additional data (list of websites’ names and URLs). - Settings (booleans). | - Output (orange). |
End | - Allow retry (boolean). - Play audio (boolean). - Audio URL (text). | - Input (orange). |
Dialogue | - Character (list). - Client emotion (list). - Dialogue (rich text). - Play audio (boolean). - Audio URL (text). | - Input (orange). - Output (orange). |
Dialogue with choices | - Character (list). - Client emotion (list). - Dialogue (rich text). - Play audio (boolean). - Audio URL (text). | - Input (orange). - Output: Choice 1 (orange). - Output: Choice 2 (orange). - Output: Choice 3 (orange). - Output: Choice 4 (orange). - Output: Choice 5 (orange). |
Decision point | - Dialogue (rich text). - Play audio (boolean). - Audio URL (text). | - Input (orange). - Output (cyan). |
Decision result | - Correct? (boolean). - Value (integer). - Dialogue (rich text). - Play audio (boolean). - Audio URL (text). | - Input (cyan). - Output (orange). |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Torres, A.; Kapralos, B.; Da Silva, C.; Peisachovich, E.; Dubrowski, A. Moirai: A No-Code Virtual Serious Game Authoring Platform. Virtual Worlds 2022, 1, 147-171. https://doi.org/10.3390/virtualworlds1020009
Torres A, Kapralos B, Da Silva C, Peisachovich E, Dubrowski A. Moirai: A No-Code Virtual Serious Game Authoring Platform. Virtual Worlds. 2022; 1(2):147-171. https://doi.org/10.3390/virtualworlds1020009
Chicago/Turabian StyleTorres, Andrei, Bill Kapralos, Celina Da Silva, Eva Peisachovich, and Adam Dubrowski. 2022. "Moirai: A No-Code Virtual Serious Game Authoring Platform" Virtual Worlds 1, no. 2: 147-171. https://doi.org/10.3390/virtualworlds1020009
APA StyleTorres, A., Kapralos, B., Da Silva, C., Peisachovich, E., & Dubrowski, A. (2022). Moirai: A No-Code Virtual Serious Game Authoring Platform. Virtual Worlds, 1(2), 147-171. https://doi.org/10.3390/virtualworlds1020009