Research Article

SIDH: A Game-Based Architecture for a Training Simulator

Table 1

Game levels and their learning objectives.

LevelDescriptionObjective

0TutorialTo handle the interaction model and game goals
1Two-room apartmentTo get a first contact with the game
2Club buildingTo realize that time is limited
3GarageTo realize the advantage of crouching in smoke-filled areas
4Bonus levelTo get a break
5One-room apartmentTo look in closets
6Youth hostelTo handle large number of rooms
7Office spaceTo handle complex corridor architecture, closet
8Grocery storeTo handle areas divided by shelves
9Three-room apartmentTo handle heavy fire, closet, and limited time
10Large apartmentTo handle extremely limited sight in complex architecture
11Basement storage areaTo handle fenced areas filled with junk
12Four-room apartmentTo handle doors at unexpected positions
13Hotel corridorTo handle numerous identical doors
14Butcher shopTo handle veiled areas
15Bonus levelTo finish the game