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This research aimed to evaluate the quality of an educational game, on in-game graphic, playability, user interface, control and learning content aspects. This research proposed SIPESIA, a prototype game to support science learnin...
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This research aimed to evaluate the quality of an educational game, on in-game graphic, playability, user interface, control and learning content aspects. This research proposed SIPESIA, a prototype game to support science learning particularly on the human digestion system for junior high school students. The educational game is built in the form of 3D first-person shooter games and aimed to help the student learning the human digestion organs, their function, and the enzyme involved in the human digestion mechanism. The game presented the stunning adventure of a young boy magically exploring the human digestion system, intuitively introduced the human digestion organs and their function, and delivering the learning content as well as a great gameplay experience. The game is designed to be user-friendly and easy to learn without a complex tutorial. The evaluation on the quality of the prototype conducted in two stages. On the first stage, two experts in educational games were inspecting and evaluating the game, to provide feedback in the graphic, playability, user interface, control, and learning content. And o the second stage, five junior high school students played the game for the first time and the feedback is collected. The result showed that SIPESIA showed poor quality in graphics compared to available game in the market. However SIPESIA showed high performance on palyability. The game also highly appreciated in displaying high quality of user interface. SIPESIA also can be controlled easily. And for delivering the learning content, SIPESIA was succeeded in delivering intended science education content for the junior high school students.
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Video game design requires a user-centered approach to ensure that the experience enjoyed by players is as good as possible. However, the nature of player-video game interactions has not as yet been clearly defined in the scientif...
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Video game design requires a user-centered approach to ensure that the experience enjoyed by players is as good as possible. However, the nature of player-video game interactions has not as yet been clearly defined in the scientific literature. The purpose of the present study was to provide a systematic review of empirical evidences of the current concepts of player-video game interactions in entertainment situations. A total of 72 articles published in scientific journals that deal with human-computer interaction met the criteria for inclusion in the present review. Major findings of these articles were presented in a narrative synthesis. Results showed that player-video game interactions could be defined with multiple concepts that are closely linked and intertwined. These concepts concern player aspects of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Global approaches, such as playability, also exist to qualify player-video game interactions. Limitations of these findings are discussed to help researchers to plan future advances of the field and provide supplementary effort to better know the role of less-studied aspects. Practical implications are also discussed to help game designers to optimize the design of player-video game interactions. (C) 2015 Elsevier Ltd. All rights reserved.
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Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical...
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Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese English-as-a-foreign-language (EFL) learners' learning outcomes. Specifically, this study explores the influences of learner factors (balance of skill and challenge, and clear goal) and contextual factors (feedback and playability) on learners' flow experiences, such as concentration, intrinsic motivation and enjoyment. It also examines the effects of flow experiences on learners' perceived learning and satisfaction. Based on a survey of 291 Chinese EFL learners who used a DGBVL APP (application) named Baicizhan, the results demonstrated that balance of skill and challenge, clear goal and playability provided by the DGBVL have a positive effect on concentration. Feedback positively influences intrinsic motivation. Moreover, both concentration and intrinsic motivation positively affect perceived learning and satisfaction, but enjoyment only positively influences perceived learning rather than satisfaction. Lastly, satisfaction is positively affected by perceived learning. Implications of the findings are also discussed.
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Abstract The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional info...
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Abstract The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional information about urban objects or places and support innovative and engaging experiences to increase the user interest in the surrounding area. Understanding how these experiences affect the user interest is crucial for reaching a well-established connection between the people and the spaces around them. Our contribution is a preliminary framework to evaluate how being engaged in a playful activity improves interest and awareness in a specific urban area. The framework is based on the situated motivational affordances to establish a correlation among the users’ motivations, the situation, and the employed technological artifact. We use an AR pervasive game to evaluate a playful historical experience as a technology probe. The results suggest that while playing the game, the citizens started to show a growing interest in the historical facts around them. At the same time, they began to raise concerns about other issues like sustainability, socio-environmental, and socioeconomic development.
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The usability of ISO/IEC 25000 series SQuaRE and other existing software quality models seems unsuitable for unique softwareproducts such as game software. This study revealed that playability has a higher predictive capacity than...
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The usability of ISO/IEC 25000 series SQuaRE and other existing software quality models seems unsuitable for unique softwareproducts such as game software. This study revealed that playability has a higher predictive capacity than usability forevaluating game software quality using a survey methodology involving 344 Chinese respondents and 142 South Koreanrespondents. Specifically, dimensions of playability in terms of enjoyable, exciting, fun, interesting, relaxing, novel, creative,convenient, curious, fantastic, stimulating, splendid, effective and attractive positively influenced both Chinese and SouthKorean game software users’ satisfaction. In addition, results show that there is a significant difference between Chinese andSouth Koreans in playability dimensions such as exciting, relaxing, novel, creative, convenient, curious, stimulating, splendidand attractive. This study extends the existing knowledge on how playability influenced game software users’ satisfaction andsoftware quality, and limitations were also highlighted.
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We are creating volcanic eruption disaster mitigation simulation game. The game supposedly to give an experience for people how to mitigate when the volcanic erupted without experience the real one. A game involves the characters ...
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We are creating volcanic eruption disaster mitigation simulation game. The game supposedly to give an experience for people how to mitigate when the volcanic erupted without experience the real one. A game involves the characters consisting of playable character and a non-playable character. Those characters move in accordance the role given to them. This study describe a non-playable character, i.e., cows that should lead by player to a designated placed which is one of the suggestion that are directed by the national disaster management agency Indonesia. The animation that defined to the cows makes the characters have the ability to walk following the playable characters.
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The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psyc...
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The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design, media studies, and the social sciences. They've extended and modified these methods for different types of digital games, such as social games, casual games, and serious games. This article describes several current GUR methods. A case study illustrates two specific methods: think-aloud and heuristics.
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