Proceedings of the 21st International Conference on Computer Systems and Technologies 2020
DOI: 10.1145/3407982.3408010
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Towards a Taxonomy of Instruments for Facilitated Design and Evaluation of Video Games for Education

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Cited by 22 publications
(4 citation statements)
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“…As perception refers to "organization, identification, and interpretation of information to represent and understand the environment" [31], we identified the Assessment game attribute category as a suitable one. Assessment game attribute presents the measurement of achievement (e.g., scoring) within a game and how the player advances toward game goals [32]. Assessment is provided with feedback, scoring/goals progress, levels, and leaderboards.…”
Section: Selecting Game Elementsmentioning
confidence: 99%
“…As perception refers to "organization, identification, and interpretation of information to represent and understand the environment" [31], we identified the Assessment game attribute category as a suitable one. Assessment game attribute presents the measurement of achievement (e.g., scoring) within a game and how the player advances toward game goals [32]. Assessment is provided with feedback, scoring/goals progress, levels, and leaderboards.…”
Section: Selecting Game Elementsmentioning
confidence: 99%
“…The bottom part of the diagram represents a complete user-centered design schema, i.e., it is a detailed view of the game development and evaluation life cycle of the platform. The APOGEE software platform includes multiple developed software instruments [10,38] for the creation and evaluation of video games for education, with specifically designed and developed functionalities, according to the application of the Taxonomy of Instruments for Management and Evaluation of the Design of Video Games for Education-TIMED-VGE taxonomy [39]. The platform includes assistive and analytics software instruments that support the management of the design and analysis of data [35].…”
Section: User-centered Design In Educational Video Maze Gamesmentioning
confidence: 99%
“…Usually, these games are used and applied in tune with learning strategies to achieve the desired goals (Blanco, Marchiori, Torrente, Martínez-Ortiz, & Fernández-Manjón, 2013;Tay, Goh, & Safiena, 2022). Educational video games are designed and created for specific groups of learners, depending on their characteristics (El Mawas, Bratu, Caraman, & Muntean, 2019;Dankov & Bontchev, 2020). User-oriented design is one of the critical factors for ensuring the high efficiency and realization of the success of the created game for the respective group of learners .…”
Section: Introductionmentioning
confidence: 99%