Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society 2020
DOI: 10.1145/3419249.3420133
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Integrating Instructional Design Principles in Serious Games Authoring Tools: Insights from Systematic Literature Review

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Cited by 7 publications
(4 citation statements)
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“…Although the tools analyzed in this work, improve the possibilities of intervention for development of MSGs by non-technical users, we agree with recent research [29] that points out the need to advance in the development of tools that improve usability. At this point it is fundamental the access and use of the tools do not became in a technical problem.…”
Section: Discussionsupporting
confidence: 86%
See 1 more Smart Citation
“…Although the tools analyzed in this work, improve the possibilities of intervention for development of MSGs by non-technical users, we agree with recent research [29] that points out the need to advance in the development of tools that improve usability. At this point it is fundamental the access and use of the tools do not became in a technical problem.…”
Section: Discussionsupporting
confidence: 86%
“…Finally, it was important to take into account the context of application (UNRN), the possibility of using the tool in Spanish language and / or in a visually way. This reduced the possibilities to the following ATs: MOLE [11], SG Generator [30], U-Adventure [23], TaleBlazer [29], VEDILS [13]. However the first two were discarded because at the time of the evaluation, the tools were still in the version of prototype.…”
Section: Spainmentioning
confidence: 99%
“…Another limitation of these tools is that the games they allow to create are generally much simpler and limited compared to most entertainment video games, which is an important limitation taking into account that learners expect to find in educational video games the same elements they encounter in the entertainment games they play outside learning environments [29]. Authors of [30] pointed out that existing teacher-oriented authoring tools for educational video games offer few challenges or activities that can be embedded in these games, a complex workflow, and a limited design role for educators. In order to overcome these shortcomings, these authors call for more flexible authoring tools capable of allowing educators to create educational video games.…”
Section: Introductionmentioning
confidence: 99%
“…In addition to a lack of teacher-oriented authoring tools for educational video games, there is no doubt that end-user development has received insufficient attention in gamebased learning research [30], [31]. In this regard, it should be remarked that, in spite of the considerable amount of existing research devoted to educational video games, there is still a lack of studies examining teachers' perceptions toward teacher-oriented authoring tools for educational video games, as well as of studies analyzing the effect of the games created with such tools in students' perceptions and performance.…”
Section: Introductionmentioning
confidence: 99%