摘要 :
An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through ...
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An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are specifically developed for educational purposes mostly make this purpose explicit: they make it clear in advance what is about to be learned. This research tried to find out how such an explicit purpose influences the game behavior and comprehension by developing two versions of an endogenous educational game about over fishing, one with and one without an explicit purpose. It showed that children who played the explicit version got more shallow knowledge and showed more active game behavior. The players who showed more explorative game behavior acquired more deep knowledge about the game.
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摘要 :
An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through ...
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An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are specifically developed for educational purposes mostly make this purpose explicit: they make it clear in advance what is about to be learned. This research tried to find out how such an explicit purpose influences the game behavior and comprehension by developing two versions of an endogenous educational game about over fishing, one with and one without an explicit purpose. It showed that children who played the explicit version got more shallow knowledge and showed more active game behavior. The players who showed more explorative game behavior acquired more deep knowledge about the game.
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摘要 :
Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a game is proven ...
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Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a game is proven to be a useful tool to support conventional teaching methods and bring a more natural understanding of learning materials. Moreover, as a product of the popular culture in modern society, video game mirrors the general culture practice in real life and reflects it via its own culture inside the game. This makes a video game can give a contribution to the social construction of reality as it affects the player's view towards learning in real life and vice versa. From there, we see that there is an opportunity for learning about religion to be supported by its utilization to provide an interactive and fun learning experience. In this paper, we discuss how a video game is implemented to support religious learning. The game was developed with the scrum method where we surveyed to gather the user requirements before the design step. The game design was made by using the use case diagram and storyboard, and it was built using Unity version 2017.3.0f3.
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Narrative games have proven their effectiveness as serious games in different domains and for different purposes, such as promoting learning or increasing user awareness. However, there are many situations where the narrative mode...
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Narrative games have proven their effectiveness as serious games in different domains and for different purposes, such as promoting learning or increasing user awareness. However, there are many situations where the narrative model falls short and can benefit from being extended with puzzles or mini-games to afford more flexibility or explore non-narrative mechanics more adequate to the task at hand. In our uAdventure game authoring environment, a narrative serious game provides support for the driving narrative, managing stories, conversations, and other narrative elements, together with an integrated game learning analytics support. We present how we have extended uAdventure to support the inclusion of mini-games within a host narrative game, while allowing hosted mini-games to access uAdventure services through a streamlined interface. As a case study, we describe how this extension has been used by students learning serious games development to create narrative games with ad-hoc puzzles that use alternate mechanics to achieve game-specific goals.
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摘要 :
Narrative games have proven their effectiveness as serious games in different domains and for different purposes, such as promoting learning or increasing user awareness. However, there are many situations where the narrative mode...
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Narrative games have proven their effectiveness as serious games in different domains and for different purposes, such as promoting learning or increasing user awareness. However, there are many situations where the narrative model falls short and can benefit from being extended with puzzles or mini-games to afford more flexibility or explore non-narrative mechanics more adequate to the task at hand. In our uAdventure game authoring environment, a narrative serious game provides support for the driving narrative, managing stories, conversations, and other narrative elements, together with an integrated game learning analytics support. We present how we have extended uAdventure to support the inclusion of mini-games within a host narrative game, while allowing hosted mini-games to access uAdventure services through a streamlined interface. As a case study, we describe how this extension has been used by students learning serious games development to create narrative games with ad-hoc puzzles that use alternate mechanics to achieve game-specific goals.
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摘要 :
Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature. However, there appears to be a disconnect be...
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Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature. However, there appears to be a disconnect between social science academic research and the game development sector, in that research and development practices rarely inform each other. This paper presents a two-part analysis of this communicative disconnect based on investigations carried out within the H2020 Gaming Horizons project. The first part regards a literature review that identified the main topics of focus in the social sciences literature on games, as well as the chief recommendations authors express. The second part examines 73 interviews with 30 developers, 14 researchers, 13 players, 12 educators, and 4 policy makers, investigating how they perceived games and gaming. The study highlights several factors contributing to the disconnect: different priorities and dissemination practices; the lag between innovation in the games market and research advancements; low accessibility of academic research; and disproportionate academic focus on serious games compared to entertainment games. The authors suggest closer contact between researchers and developers might be sought by diversifying academic dissemination channels, promoting conferences involving both groups, and developing research partnerships with entertainment game companies.
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While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There ...
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While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There exists a need to better understand Achievements and the opportunities they offer as there is an absence of research into basic foundational knowledge about them. For example, only two previous studies exist that attempt to identify types of achievements, and both of these studies suffer problems of limited scope, limited currency and limited consistency. This paper will provide a current and detailed classification of Achievement types that spans multiple platforms, multiple genres, multiple pricing structures and multiple types of delivery. The new classification provided is a superset of those generated by previous research and can be used as a foundation for much future research on game achievements.
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摘要 :
While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There ...
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While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There exists a need to better understand Achievements and the opportunities they offer as there is an absence of research into basic foundational knowledge about them. For example, only two previous studies exist that attempt to identify types of achievements, and both of these studies suffer problems of limited scope, limited currency and limited consistency. This paper will provide a current and detailed classification of Achievement types that spans multiple platforms, multiple genres, multiple pricing structures and multiple types of delivery. The new classification provided is a superset of those generated by previous research and can be used as a foundation for much future research on game achievements.
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摘要 :
While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There ...
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While the importance of Achievements has been recognized by the videogames industry and players as contributors to both player motivation and game selection, little attention has been paid to them by the academic community. There exists a need to better understand Achievements and the opportunities they offer as there is an absence of research into basic foundational knowledge about them. For example, only two previous studies exist that attempt to identify types of achievements, and both of these studies suffer problems of limited scope, limited currency and limited consistency. This paper will provide a current and detailed classification of Achievement types that spans multiple platforms, multiple genres, multiple pricing structures and multiple types of delivery. The new classification provided is a superset of those generated by previous research and can be used as a foundation for much future research on game achievements.
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This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interac...
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This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.
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