2006
DOI: 10.1007/11736639_57
|View full text |Cite
|
Sign up to set email alerts
|

A Case Study of Game Design for E-Learning

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
8
0

Year Published

2008
2008
2019
2019

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 11 publications
(8 citation statements)
references
References 3 publications
0
8
0
Order By: Relevance
“…Baker et al [11] note that fun and ease of play are key components of their game design while Ho et al [15] note seven game design elements: (i) goal, (ii) rules, (iii) competition, (iv) challenge, (v) fantasy, (vi) safety, and (vii) entertainment. Don't Break the Build focuses on the game design elements identified by McGonigal [18]:…”
Section: Designmentioning
confidence: 99%
“…Baker et al [11] note that fun and ease of play are key components of their game design while Ho et al [15] note seven game design elements: (i) goal, (ii) rules, (iii) competition, (iv) challenge, (v) fantasy, (vi) safety, and (vii) entertainment. Don't Break the Build focuses on the game design elements identified by McGonigal [18]:…”
Section: Designmentioning
confidence: 99%
“…We developed a DGBL design model for history learning after reviewing previous studies, which indicate that DGBL software should have two main components, pedagogical and game. For pedagogical component, DGBL include 8 elements: engagement [14] [17][18], learning goal determination [17][18][19][20], motivation [17][18][19] [21][22], critical thinking [17][18], psychological needs [17], explorations [17], challenge [3] and competition [17][18][19][20]. For game design component, history DGBL software applied 12 elements of game design: feedback [3] [17][18] [21], fantasy [3], fun [14] [18], rules [19], entertainment [19][20], immersive [8] [18] [20], active participation [21], interaction [17], task [20], narrative [18][19], control [19] and imagination [19].…”
Section: Figure 1 Requirement Engineering Process Which Produces Gammentioning
confidence: 99%
“…Feedback enable students to receive information as requested at the correct timing, reduce misunderstanding and enable students to apply the information correctly [17]. Moreover, feedback provided for wrong answer can encourage students to continue their game [20] and is also used to build positive self-assessment [19]. Fantasy can be satisfied by virtual situation imagination and feeling [19].…”
Section: Figure 1 Requirement Engineering Process Which Produces Gammentioning
confidence: 99%
See 1 more Smart Citation
“…The term educational games is commonly used to describe computer games that are used as educational tools and provide interactive and appealing activities that attract students' interest for learning (Gunter, Kenny, & Vick, 2008 ). These games reinforce students' intrinsic motivation through the sense of challenge; they pique their curiosity, enforce a sense of security as well as stimulate their imagination (Ho, Chung, & Tsai, 2006 ). Also, students are able to achieve specifi c goals and view the success results immediately, not only when they complete the game but also when they pass the game's stages, a process that increases their self-confi dence and helps them trust their decision making skills.…”
Section: Introductionmentioning
confidence: 99%