Research Article
SIDH: A Game-Based Architecture for a Training Simulator
Table 1
Game levels
and their learning objectives.
| Level | Description | Objective |
| 0 | Tutorial | To handle the interaction model and game goals | 1 | Two-room apartment | To get a first contact with the game | 2 | Club building | To realize that time is limited | 3 | Garage | To realize the advantage of crouching in smoke-filled areas | 4 | Bonus level | To get a break | 5 | One-room apartment | To look in closets | 6 | Youth hostel | To handle large number of rooms | 7 | Office space | To handle complex corridor architecture, closet | 8 | Grocery store | To handle areas divided by shelves | 9 | Three-room apartment | To handle heavy fire, closet, and limited time | 10 | Large apartment | To handle extremely limited sight in complex architecture | 11 | Basement storage area | To handle fenced areas filled with junk | 12 | Four-room apartment | To handle doors at unexpected positions | 13 | Hotel corridor | To handle numerous identical doors | 14 | Butcher shop | To handle veiled areas | 15 | Bonus level | To finish the game |
|
|