6,802 research outputs found

    Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics

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    Serious Games (SG) have been shown to have instructional potential and a number of formal models, frameworks and methodologies have emerged to support their design and analysis. The Activity Theory-based Model of Serious Games (ATMSG) facilitates a systematic and detailed representation of educational SG describing how game elements are connected together to contribute to pedagogical goals. This paper proposes and presents an extension to the ATMSG framework to facilitate the identification, selection and integration of analytics into serious games. A practical example of the approach in use in the analysis and design phase of a SG for engineering is demonstrated

    Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics

    Get PDF
    Serious Games (SG) have been shown to have instructional potential and a number of formal models, frameworks and methodologies have emerged to support their design and analysis. The Activity Theory-based Model of Serious Games (ATMSG) facilitates a systematic and detailed representation of educational SG describing how game elements are connected together to contribute to pedagogical goals. This paper proposes and presents an extension to the ATMSG framework to facilitate the identification, selection and integration of analytics into serious games. A practical example of the approach in use in the analysis and design phase of a SG for engineering is demonstrated

    The Use of Learning Analytics Interactive Dashboards in Serious Games: A Review of the Literature

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    The learning analytics in serious games, corresponds to a subject in increasing demand in the educational field. In this context, there is a need to study how data visualizations found in the literature are adopted in learning analytics in serious games. This paper presents a Systematic Literature Review (SLR) on how the evolution of studies associated with the use of learning analytics interactive dashboards in serious games is processed, seeking to investigate the characteristics of using dashboards for viewing educational data. A bibliometric analysis was carried out in which 75 relevant studies were selected from the Scopus, Web of Science, and IEEExplore databases. From the data analysis, it was observed that in the current literature there is a reduced number of studies containing the main actors in the learning process, as follows: teachers/instructors, students/participants, game developers/designers, and managers/researchers. In the vast majority of investigated studies, data visualization algorithms are used, where the main focus takes into account only actors, such as teachers/instructors and students/participants

    Processes and models for serious game design and development

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    Serious video games in engineering education: a scoping review

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    Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to investigate the use of serious video games in engineering education. A scoping review was carried out on serious video games that were used or designed for this purpose. The search was done in the Scopus and Web of Science databases between 2016 and 2021. The main results show that there is a strong inclination towards serious simulation video games, and they have a good degree of educational acceptance among engineering studentsPeer Reviewe

    Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme

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    [EN] There is a demand for tools facilitating intercultural, diversity and inclusion (D&I) education. Video games are one of the most advanced new media technologies, so it is only natural to suppose that they can offer remarkable possibilities for fostering learning in the area of intercultural, D&I education. This article explores theoretical guidelines in the design of Chuzme, a serious educational game that focuses on raising cultural selfawareness, the acknowledgement of cultural bias, and aims to generate positive attitudes towards migrants, refugees and expatriates amongst its players and to train to be an inclusive leader. It is hoped that this will serve as a useful reference to guide the development of similar titles in the future.Shliakhovchuk, O.; Muñoz García, A. (2020). Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme. Editorial Universitat Politècnica de València. 409-419. https://doi.org/10.4995/INN2019.2019.10561OCS40941

    Serious pervasive games

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    Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.This work was financed by the ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme and by National Funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia within project POCI-01-0145-FEDER-030740 - PTDC/CCICOM/30740/2017. Part of this work has also been supported by the European Union’s Horizon 2020 - The EU Framework Programme for Research and Innovation 2014–2020, under grant agreement No. 687676. We would also acknowledge the research grant from the Operation NORTE-08-5369-FSE-000049 supported by Norte Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, through the European Social Fund (ESF), and also the FCT-Austin grant Ref. PD/BD/142893/2018.info:eu-repo/semantics/publishedVersio

    A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games

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    Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' meaningful and in-situ learning experiences can be supported through educational games. To understand learners' playful experiences during gameplay, researchers have applied LA, which focuses on understanding students' in-game behaviour trajectories and personal learning needs during play. However, there is a lack of studies exploring how further research on LA in educational games can be conducted. Only a few analyses have discussed how LA has been designed, integrated, and implemented in educational games. Accordingly, this systematic literature review examined how LA in educational games has evolved. The study findings suggest that: (1) there is an increasing need to consider factors such as student modelling, iterative game design and personalisation when designing and implementing LA through educational games; and (2) the use of LA creates several challenges from technical, data management and ethical perspectives. In addition to outlining these findings, this article offers important notes for practitioners, and discusses the implications of the study’s results
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