2019
DOI: 10.1007/978-3-030-11548-7_22
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Conceptual Factors for the Design of Serious Games

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Cited by 5 publications
(9 citation statements)
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“…More specifically, the intention was to The design process included a significant effort to strengthen the educational value of the delivered VR experience. To do so, a series of decisions were made during the early design phase of the 2gether VR museum based on a set of conceptual factors for the design of SGs [19]. Although the 2gether VR museum is not an SG, and it was decided not to integrate game mechanics, its aim is to reinforce both learning and entertainment, two essential elements of SGs.…”
Section: Methodsmentioning
confidence: 99%
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“…More specifically, the intention was to The design process included a significant effort to strengthen the educational value of the delivered VR experience. To do so, a series of decisions were made during the early design phase of the 2gether VR museum based on a set of conceptual factors for the design of SGs [19]. Although the 2gether VR museum is not an SG, and it was decided not to integrate game mechanics, its aim is to reinforce both learning and entertainment, two essential elements of SGs.…”
Section: Methodsmentioning
confidence: 99%
“…Defining the learning intentions was an important collaborative task and was carried out by technical and museum experts, and it was considered essential to establish a common understanding about how to apply a pedagogical model of CH in the VR application. Firstly, the pedagogy, aligned with the museum's educational policy, focused on cognitive learning, which is based on the experience and can lead to the formation of a new cognitive model for the learner through experimentation and reflection [19][20][21][22]. The context of the use of the VR application was determined to be a visit to the contemporary art museum during a school visit or as part of a free time activity.…”
Section: Methodsmentioning
confidence: 99%
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“…The attributes that match cognitivism are incremental learning, linearity, attention span and transfer of learnt skills. In incremental learning, the attribute provides the learning materials and introduces the learning activities by increasing the level of knowledge in achieving subject materials learning outcomes (Tsita & Satratzemi, 2018). For example, when the children know numbers, they are taught how to do addition and subtraction processes.…”
Section: Learning Theoriesmentioning
confidence: 99%
“…For example, the medium and sources used need to be suitable to create the game applications for children. Lastly, the intermittent feedback by Tsita and Satratzemi (2018) is the extent to which every interaction that provides feedback should be defined. These feedback attributes are very important to ensure the goal can be achieved by playing the games.…”
Section: Learning Theoriesmentioning
confidence: 99%