Abstract. Video games are highly engaging environments. Therefore, there is a growing interest in harnessing their motivational potential via game-based learning. However, putting curricular content into digital games is not trivial. Many educational games fail to combine teaching and gameplay in a subtle way, thereby suffer from low-grade design and fail to utilise the motivational potential of video games.This article explicates some main issues of educational games and reflects on an approach to a more informal and harmonic design for educational games. Furthermore, it describes the "Eduventure II ", a research project investigating and testing these methods. The game developed in this prototype links the curriculum to narrative, simulation and game play layers. The here presented text describes the theoretical background, issues, concept and implementation of the prototype, as well as the lessons learnt from a pedagogical perspective.
Game based training has gained a lively interest within the industry. We present a interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario. A data flow based component architecture forms the technical foundation of our system and enables us to exploit the capabilities of available middleware components like game-or physics engines. An interactive simulation of a real automation plant is built by the combination of state-based and physical object behavior. A model of training scenarios founded on the didactical principles of game based training is built upon our implemented system.
Introduction and statement of problem. Despite the success of music games with instrument-shaped controllers, little is known about what makes these kind of controllers entertaining. The aim of this article is to shed light on the enjoyment mechanisms of such music games and their particular controllers. Review of the literature. The literature’s theoretical foundation lies in the concept of natural mapping, i.e. the similarity of actions performed in the real world and their representation within the videogame. A review of the literature finds that most approaches are too simplistic, as they limit game enjoyment with natural mapping to higher intuitiveness. In contrast, challenge can also foster game enjoyment. Methodology. Two parallelized sample groups (N=20) played three levels of a music game with increasing difficulty with either a Guitar Hero controller or with a real guitar. Perceived difficulty and game enjoyment were collected via questionnaires. Analysis. A 2x3 mixed-design ANOVA was conducted for significance testing. It revealed a significant increase in enjoyment and perceived difficulty both for advanced game levels and the real guitar. A posteriori multiple regression showed that the increase in enjoyment with the real guitar could not be attributed to the higher challenge it produced alone. Conclusions and recommendations for further research. The results suggest that intuitiveness is not the single factor for music game enjoyment with natural controllers. Further research might investigate the role of simulation and identification with attractive roles, as both could act as sources for game enjoyment and natural mapping might facilitate these factors. Applications for learning and teaching should consider debriefing as a method to facilitate transfer of the game experience into the real world.
Video games engage players and can train formal skills. However, the potential of educational games for knowledge acquisition lacks research. Moreover, many educational games suffer from low-grade design, therefore impeding the flow of the game and corrupting fun and entertainment.This article describes the Eduventure II, a research project investigating methods for subtle educational game design. Having the thought in mind that subtle embedding of knowledge into a game can preserve its motivational potential, the project team designed and implemented an educational game prototype. This prototype links knowledge to narrative, simulation and game play layers. The here presented text describes the theoretical background, issues, concept and implementation of the prototype, as well as the lessons learnt from a pedagogical perspective.
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