1,017 research outputs found

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Why so serious? On the relation of serious games and learning

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    Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be

    Combining Interaction Design and Gaming Technologies for the Development of Interactive Archaeological Content Presentation Systems

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    Our main objective is to produce state-of-the-art edutainment and serious game end-systems, which satisfy the requirements of all three parties involved in the development process: content experts, end-users and application developers. Their requirements are often cross disciplinary, as each party involved in the process requires solutions to a number of problems which need to be answered in a systematic and complete manner. The ultimate goal of this process is to introduce an efficient, extendable and aesthetically pleasing end-system. In order to achieve these goals, we address and attempt to resolve the most common presentation design issues that arise during the process of interaction design. Completion of this process enables the actual system development to commence with a precise and complete specification of content features and system characteristics

    Designing effective multi-user learning environments to enhance game-based learning

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    This literature review examines the properties of specific video games, classified as multi-user learning environments, for commonalties and compares these pieces of software with sound learning theories to determine effective methods of using these types of software for educational applications. This category of software, though not initially developed as an educational learning environment or tool, has gained interest due to the social and entertainment value inherit with this type of game play. This paper reviews relevant published research material that examines the characteristics of both games created for entertainment value and games created for educational purposes to provide insights on how to better develop software in the future that supports effective instructional theories while at the same time engaging the learner. After examining literature around multi-user learning environments, and game based learning, this paper suggests what could be developed as the next generation of multi-user game based learning

    The role of edutainment in e-learning: An empirical study.

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    Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.Libyan Embass

    The Playful Learning Approach for Learning How to Program: A Structured Lesson Plan

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    IT-based learning has proven to be a useful approach to educate people regardless of their age or other characteristics. However, the developments in IT and its socio-economic implications have a high influence on education with new approaches and methods, such as the playful learning approach (PLA). This approach has been widely researched and can be applied to teach programming as one of the core digital skills. However, scientifically developed and validated structures for PLA units in programming are rare. In this paper, we offer a lesson structure for a PLA to programming by addressing the five core success factors of playful learning. Our structure includes six units and follows an iterative and agile procedure by combining game features with the educational content. Educators and teachers can use the presented results to design the lesson structure in their classes. Furthermore it offers a basis for further research in the area of PLA and can be used as a starting point for the development of educational games and concepts in teaching how to program

    A framework study on the use of immersive XR technologies in the cultural heritage domain

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    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain

    A Phenomenological Study of Teachers\u27 Experiences with Educational Gamification and its Impact on Student Engagement in the Middle School Math and Science Classroom

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    The purpose of this phenomenological study was to understand digital gamification and its effect on student engagement based on the lived experiences of middle school math and science teachers in rural schools in the southeast region of the United States. Nick Pelling’s gamification theory guided the study herein. Gamification theory served as a tool to alter learner engagement which impacted instruction and learning. I used a criterion-based purposeful selection of 10 middle school math and science teachers with gamification experience. Participating teachers had three or more years of teaching experience and taught in regional rural schools. The hermeneutical phenomenological study resulted in the themes of gamification elements on student engagement, planning gamification lessons, and obstacles to gamification. The lived experiences of middle school math and science teachers positively addressed the gap in the correlation between gamification and enhancing student engagement

    Edutainment Game on Recycling for Kids Using 3-D Visualisation

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    The 'Recycle Warrior' game is one such initiative that exposes children in Malaysia from age I 0 to 12 years old to an authentic learning experience on recycling issues in a simulated, 3- Dimensional and exciting enviromnent. The prototype is built with a storyline, challenges, and a reward system. It is expected to impart necessary knowledge on the concept and importance of recycling activities to the young children in order to increase the enviromnental consciousness among them as well as to motivate them to perform recycling activities in their life. This paper presents the analysis, design, implementation and evaluation of the prototype. It will first present a review of literature on recycling, edutaimnent game, comparison between 3-D and 2-D game, game genre and the children characteristics. It will then discuss on the research methodology adopted in conducting the research for the design requirements as well as the system methodology. The system is developed using "Thinking Worlds" which was developed by Caspian Learning. Besides that, the paper will also it will present on the implications and challenges that occurred throughout the development process as well as the recommendation for improvement of the game
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