Adventure education activities are courses that emphasize on first hand experience learning in situated environment with cooperative groups. In this research, Xbox Kinect and Unity 3D game engine are used to develop the two adventure education games. Digital games can solve some of the problems physical adventure education activities face, such as space limitations and dangers. With the simulations, players can experience the unattainable activities in real life, immerse in the collaborative activities, and explore the value of adventure education. From the post-game reflections, players can perceive their roles in the group, understand the mechanism of leadership, and solve problems. Participants' collaborative gaming process will be recorded by computers and observations conducted by researchers to understand participants' social behaviors. Questionnaires and tests will be used to analyze participants' collaboration patterns. It is hoped that the analysis results offer some in-depth perspectives to the field for the future research.
This paper presents the designing process of the transformation of adventure education into digital games for the counseling purposes. Two collaborative games were developed namely Broken Squares and Moon Balls to involve students in the group work. In the gaming process, it is through the metaphorical teaching that the students are involved in the active thinking, interpersonla communication, and affective expression that they discover their roles in the social groups. Students' collaborative gaming process will be recorded by computers and observations will be conducted by researchers to understand students' social behaviors. Questionnaires and tests will be used to analyze students' learning transfer attempts. It is hoped that the adventure education games designed in this study can help students to lower their self-defense mechanism, involve in active truthful social interactions, and rebuild the sense of self-efficacy.
This study is to create a virtual counseling environment with the expressive art therapy method "Landscape Montage Technique". This counseling method is to guide users to perceive their own "self", and reveal their senses of the reality. It is a 3D digital game environment that allows users to explore themselves in the interactive and self-experiencing design. The evaluation of the users' self-concept, game counseling effectiveness, their satisfaction toward the game are positive. It has proved that digital games can perform basic counseling functions, and many case tests were affirmative on the results.
This research is to design a digital game, Emotion Labyrinth, to help users to learn to rationalize emotions in the gaming process. It is a 3D simulated game through which the users learn to turn negative emotions into positive emotions. At the end of the game, the system would generate a narrative story describing the users emotional changes happened in the process so that the users can revisit his/her experiences once more. Qualitative research approach is used to present a case study about the results of his rational emotive scale, gaming path analysis, as well as the observation and interview. The user expressed the process to be helpful that allows him to inspect his internal emotions from the story generated by the game.
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