The DOI matches its Crossref record; 57 of the 57 references it cites were found in a registry or an index.
Mapping learning and game mechanics for serious games analysis
Open accessAbstract
Although there is a consensus on the instructional potential of S erious G ames (SG s), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the G ames and L earning A lliance (http://www.galanoe.eu) E uropean N etwork of E xcellence on S erious G ames, which has a focus upon pedagogy‐driven SG s. This paper relies on the assumption that the fundamental aspect of SG design consists in the translation of learning goals/practices into mechanical element of gameplay, serving to an instructional purpose beside that of play and fun. This paper proposes the L earning M echanics–G ame M echanics (LM‐GM) model, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in an SG. The LM‐GM model includes a set of pre‐defined game mechanics and pedagogical elements that we have abstracted from literature on game studies and learning theories. Designers and analysts can exploit these mechanics to draw the LM‐GM map for a game, so as to identify and highlight its main pedagogical and entertainment features, and their interrelations. The tool may also be useful for teachers to evaluate the effectiveness of a given game and better understand how to implement it in educational settings. A case study is reported to illustrate the framework's support in determining how gameplay and pedagogy intertwine in an SG. Finally, the paper presents the results of two comparative user tests demonstrating the advantages of the proposed model with respect to a similar state‐of‐the‐art framework.
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Cites
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Cited by
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Self-citationA Meta-Analysis of Use of Serious Games in Education over a Decade
Zhonggen, Y. (2019) · International Journal of Computer Games Technology · doi:10.1155/2019/4797032 · Cited by 560
The maturing of gamification research
Nacke, L. E., & Deterding, S. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.062 · Cited by 493
de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.12.008 · Cited by 266
A Brief History of Serious Games
Wilkinson, P. (2016) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-46152-6_2 · Cited by 170
Metadata
- Authors
- Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & De Gloria, A.
- Venue
- British Journal of Educational Technology
- Publisher
- Wiley
- Published
- 2014-01-05
- Volume
- 46
- Issue
- 2
- Pages
- 391-411
- ISSN
- 0007-1013 (ISSN-L)
- 1467-8535
- OpenAlex
- W1803184879
- Cited by
- 845
- References
- 57
- FWCI
- 111.06
- Type
- journal article
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.