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1.
In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established <e-Adventure> platform for educational games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an educational game. The system, still under development, presents some user-interaction problems along with a need for the educational effectiveness of the resulting games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the game creation process and that by using representations of games that educators can understand, WEEV can help provide educational value to games.  相似文献   

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The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

4.
The increasing body of evidence supporting the use of videogames in educational settings (usually referred to as serious games) is pushing their deployment across different areas of the educational system. However, this increased adoption also raises serious ethical issues: videogames are one of the least accessible forms of multimedia, and if education is to embrace serious games, there is an imperative need for universal accessibility in serious games to prevent a digital divide. However, producing accessible games is expensive and effort consuming, and serious games development already fare with limited budgets. In this work we explore the potential impact of the (semi-) automatic adaptation of game interfaces as a way to facilitate accessible game development (and thus trim the cost down). We propose a game interface model optimized for point-and-click adventure games, a popular genre among serious games that we have used to perform different semi-automatic adaptations in a game. We have tested the resulting adapted game with end users with specific disability profiles. Our tests discovered that the automatic adaptations produced usable games that retained part of their attractive, although different usability issues had a negative impact on the user experience. We also discuss the origins of such limitations and propose possible remediation actions, as well as a refined interface model.  相似文献   

5.
Emergency preparedness is a relevant emerging application of serious games. A general issue in exploiting such approach concerns the breadth of the population that can be reached by serious games. Indeed, serious games need to be actively played and this can restrict their user population, because there are people who have no experience with video games or do not like them or do not have the proper hardware to play them. Moreover, there are organizational contexts in which a non-interactive presentation is preferred because it can be given in a more convenient and less costly way with simple traditional media, i.e., printed materials, slides or videos. This paper deals with the possibility of generating and using a non-interactive version of the experience provided by serious games. First, we propose a serious game that simulates a mass emergency caused by a terror attack in a train station. To obtain design guidance, we explore psychological models that explain how people are motivated to protect themselves from danger. Then, we generate the non-interactive version of the terror attack simulation and we contrast it with the interactive version. Results of our study show that both versions of the simulation can provide positive outcomes in learning, risk severity perception and self-efficacy, but they differ in how much they affect user’s threat appraisal and emotional response.  相似文献   

6.
Serious digital games may be an effective tool for prosocial message dissemination because they offer technology and experiences that encourage players to share them with others, and spread virally. But little is known about the factors that predict players’ willingness to share games with others in their social network. This panel study explores how several factors, including sharing technology use, emotional responses, and game enjoyment, contribute to players’ decision to share the game Darfur is Dying, with others. College students played the game and completed questionnaires that assessed whether they had shared the games at two different time points: during game play and after game play. Positive emotions predicted sharing while students played the game, but negative emotions predicted whether the game was shared after initial game play. Game enjoyment predicted players’ intentions to share the game, but it did not predict actual sharing behavior. Neither players’ general use of sharing technologies nor their satisfaction related to sharing digital content predicted sharing intentions or behavior. These findings have implications for the study of viral social marketing campaigns, and serious game design and theory.  相似文献   

7.
The present study examined (1) how executive control contributed to in-game behaviors in young children while playing a serious game, (2) whether the levels of control changed when the game was played repeatedly, and (3) how the first experience with the game mediated the role of executive control to in-game behaviors when the game was repeated. Attentional and action control were directly assessed in 106 kindergartners, who played a single-leveled serious game twice. During their gameplay, the following behaviors were registered: time, number of scaffolds needed, mistakes, verbal expressions, questions, irrelevant game activities (drawings), and off-task behavior. The results for the first game round showed that time, expressions, and the need for scaffolds were predicted by attentional control. In the second round, a strong role for action control was found to overcome off-task behavior and irrelevant drawings. Verbal expressiveness was again influenced by attentional control. Moreover, mediation effects of attentional control to efficient in-game behaviors in the second gameplay were evidenced via scaffolding and expressiveness in the first gameplay. It is concluded that in new games children's attentional control contributes to formulating strategies and problem-solving, while their action control underlies sustained and goal-directed learning over time.  相似文献   

8.
In the era of digital gaming, there is a pressing need to better understand how people's gaming preferences and habits affect behavior and can inform educational game design. However, instruments available for such endeavor are rather informal and limited, lack proper evaluation, and often yield results that are hard to interpret. In this paper we present the design and preliminary validation (involving N = 754 Spanish secondary school students) of a simple instrument that, based on a 10-item Game Preferences Questionnaire (GPQ), classifies participants into four ‘clusters’ or types of gamers, allowing for easy interpretation of the results. These clusters are: (1) Full gamers, covering individuals that play all kinds of games with a high frequency; (2) Hardcore gamers, playing mostly first-person shooters and sport games; (3) Casual gamers, playing moderately musical, social and thinking games; and (4) Non-gamers, who do not usually play games of any kind. The instrument may have uses in psychology and behavioral sciences, as there is evidence suggesting that attitudes towards gaming affects personal attitudes and behavior. Besides, we propose applying the instrument to help designers of educational games to get better tailored their games to their target audiences.  相似文献   

9.
Students' attitudes, their perceptions of cognitive and affective quality as predictors of attitudes, and the resulting intention toward learning with serious games remains ambiguous, largely due to the use of imprecise measures. The presented studies have aimed to develop and test a measurement of students' attitudes, perceptions, and intentions to learn with serious games in general, and to use the instrument to examine differences for the most common types of serious games, that is quiz, simulation, and adventure. To this end, a pretest (n = 301) and two main studies (Study 1: n = 135, Study 2: n = 375) were conducted. The developed instrument shows high reliability and convergent validity. Results demonstrate positive attitudes, positive cognitive perceptions, and high positive and low negative affective perceptions of students toward learning with serious games in general, as well as with different game types. Findings from a multivariate analysis of variance (MANOVA), however, indicate differences between the three game types that could be related to the perceptions of cognitive and affective quality. Predominately, compared to quizzes and adventures, simulations were perceived as more supportive for the comprehension and application of knowledge while promoting a less positive affect. Additionally, there was a significant difference due to gender. Whereas females reported higher perceptions of negative affective quality compared to males when serious games were addressed in general, answers to questions about the specific game types revealed a more detailed picture. In contrast to previous findings in existing literature, female students reported a more positive attitude, as well as higher perceptions of positive affective quality, than males for all three game types. These results stress the importance of examining the types of serious games separately and considering gender when evaluating students' attitudes and perceptions when learning with serious games.  相似文献   

10.
Abstract Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach focuses on a relevant subset of serious games labelled as scenario‐based games. At the conceptual level, it identifies the basic elements that make up the static game configuration; it also describes the game dynamics, i.e. the state changes of the various game components in the course of time. At the technical level, it presents a basic system architecture, which comprises various building tools. Various building tools will be explained and illustrated with technical implementations that are part of the Emergo toolkit for scenario‐based game development. At the practical level, a set of design principles are presented for controlling and reducing game design complexity. The principles cover the topics of game structure, feedback and game representation, respectively. Practical application of the framework and the associated toolkit is briefly reported and evaluated.  相似文献   

11.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

12.
There is no doubt that an abundance of factors exists that makes learning with serious games successful. Research articles reporting on these factors, however, tend to focus on select serious game elements and do not combine all salient factors for successful learning with serious games. Addressing this gap is a necessity for the success of serious games and may even alleviate long-standing debates about pedagogy over enjoyment, how much realism is enough or whether artificial intelligence is worth the cost. This article examines existing academic literature from 2000 to 2015, extracting shared serious game success factors that have had an encouraging impact on gameful learning experiences. As such, we subsequently aim to withdraw the field from a perpetual spiral of does-my-game-work research toward more worthwhile why-does-my-game-not-work research. Qualitative content analysis through the constant comparison method (CCM) analyzed a total of 63 articles from a variety of recognized electronic libraries and databases. Through this analysis, we reveal five central serious game themes: backstory and production; realism; artificial intelligence and adaptivity; interaction; and feedback and debriefing, all of which require deliberate intertwining with pedagogical content to ensure successful learning. This review unravels each of the five themes into their constituent factors and consequently presents the factors as practical guidelines that serious games producers should strive to include in their game productions. Applying these recommendations whenever serious games are considered will provide a foundation for effective gameful learning experiences.  相似文献   

13.
As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use PD resources (e.g., technology personnel and game‐use workshops) for integration; (b) determine how teachers integrate games into their instruction; and (c) examine how those teaching practices are associated with student achievement. This mixed method study used survey and interview responses from elementary school teachers (n = 863) with access to PD resources for implementing a math game intervention and standardized math‐test scores from their second‐ through sixth‐grade students (n = 10,715). Findings showed few teachers sought PD assistance for integration, but many desired such support. Some reported using integrative practices (i.e., referencing game and using game‐generated progress reports) to identify struggling students, whereas several found integration challenging. Teachers' reordering of game objectives to align with lessons and viewing of game‐based PD videos were associated with increased student math achievement in our OLS‐analysis. However, this result was no longer statistically significant within a school fixed‐effects model, suggesting school differences may influence how strongly teachers' practices are associated with student achievement.  相似文献   

14.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.  相似文献   

15.
The present study investigated the potential of serious games for the acquisition of complex cognitive skills by assessing learners’ mental model development, operationalized as an increase in Mental Model Accuracy (MMA). Furthermore, we assessed behavioral engagement and self-monitoring as two specific engagement types within the gameplay process and analyzed their impact on mental model development. German undergraduate students (N = 97) played a serious game developed to foster practical money skills. We obtained pre- and post-gaming measures of MMA to analyze the development of mental models by applying a structural assessment method. Unobtrusive measures of behavioral engagement and self-monitoring were obtained by computerized collection of participants’ in-game activities. Although we did not find a significant increase in overall MMA through playing, the degree of self-monitoring had a significant and positive effect on post-gaming MMA, even beyond the effect of initial MMA. Behavioral engagement had no impact on mental model development; however, it was positively related to self-monitoring behavior. The results are discussed in light of findings from research on self-regulated learning and controversial notions regarding the effect of behavioral engagement in serious games. In addition to insights into gameplay processes that affect mental model development through serious games, the present study also has practical implications in stressing the importance for game designers to provide learners with the opportunity to engage in self-monitoring behavior while playing a serious game.  相似文献   

16.
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.  相似文献   

17.
This study aims to explore the effects of a serious game on perceived team cohesiveness in a multi-user virtual environment. A one-shot case study/post-test only experiment design was used in this study. A questionnaire was administered to the participants, who played the serious game Zoom. Multiple regression analysis was used to test the proposed framework. The results indicated that the overall framework is statistically significant. The user interface elements of the game and the attitudes of the participants towards the game affected perceived team cohesiveness, whilst the personality factor “extraversion” was found to have a moderator effect on these relationships. The study is limited by the sample size, the self-reported survey and the fact that it had only one game play. The proposed framework of the study can be used by educators, researchers and managers working with groups to foster team cohesiveness in their organizations. This study differs from previous studies mainly by the application of a statistical model to observe the effects of multi-user virtual environment serious games on perceived team cohesiveness.  相似文献   

18.
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration mood scores. In participants who used the computer and smartphone, frustration increased after the induction phase and decreased after the regulation phase. However, for participants who used the RGB-D camera, frustration decreased significantly after the induction phase, and this change was maintained after the regulation phase. Changes in arousal were similar with the three devices. This study highlights that the type of interface device (and specifically, the participation of the body) is a crucial variable in the efficacy of serious games affecting users’ emotional experience.  相似文献   

19.
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students’ socioeconomic level and gender. 275 students recruited from 30 Chilean schools were grouped according to their self-reported use of PC, the Internet, Chat and Video games. To assess students’ working memory performance, they were tested with a digit span test and a visuo-spatial measure. Only one of our two dependent variables reflected a relationship between specific profiles of ICT use and working memory. Higher scores on the digits span test were related to those user profiles combining PC use and video game play, that is, those identified as Full users and as PC and Console Gamers. We did not find an interaction effect of gender and ICT use or an interaction effect of socioeconomic level and ICT use. There are three possible explanations for these results: first, a proclivity of students with higher working memory capacity to engage in technology use; second, an impact on working memory of potential differences in multitasking; and, third, an impact on working memory of video game play. However, these results must be interpreted cautiously since scores on the GEFT, our visuo-spatial working memory measure, were not related to any profile of technology use. As serious educational games become more regularly used at school, previous differences in video game experience become growingly important. Future research must study whether the intended benefits of serious educational games are being mediated by individual differences in previous exposure to video games and other information and computer technologies, with independence of the directionality of the relationship between video game play and working memory.  相似文献   

20.
We study the computational complexity of problems involving equilibria in strategic games and in perfect information extensive games when the number of players is large. We consider, among others, the problems of deciding the existence of a pure Nash equilibrium in strategic games or deciding the existence of a pure Nash or a subgame perfect Nash equilibrium with a given payoff in finite perfect information extensive games. We address the fundamental question of how can we represent a game with a large number of players? We propose three ways of representing a game with different degrees of succinctness for the components of the game. For perfect information extensive games we show that when the number of moves of each player is large and the input game is represented succinctly these problems are PSPACE-complete. In contraposition, when the game is described explicitly by means of its associated tree all these problems are decidable in polynomial time. For strategic games we show that the complexity of deciding the existence of a pure Nash equilibrium depends on the succinctness of the game representation and then on the size of the action sets. In particular we show that it is NP-complete, when the number of players is large and the number of actions for each player is constant, and that the problem is -complete when the number of players is a constant and the size of the action sets is exponential in the size of the game representation. Again when the game is described explicitly the problem is decidable in polynomial time.  相似文献   

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