Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games

P. Wouters, H. Oostendorp, E. D. Spek
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引用次数: 12

Abstract

Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives (e.g., cognitive skills) and information describing the dynamics of the game, (2) guidelines to trigger learning naturally in the game. Findings/Design -- Our proposed methodology comprises two stages. First, a cognitive task analysis (CTA) is made of the task or the domain that has to be learned. Second, the information of this analysis has to be integrated with game-related information elements using our Game Discourse Analysis (GDA). We developed a taxonomy of information elements, types of relations and aggregates of information elements which form the tools for the GDA. We showcase the methodology in the domain of triage. In addition, we present two pilot studies to validate our claims. Research limitations/Implications -- Although the two pilot studies provide some evidence for our claims, more research is needed. Originality/Value -- Currently, the community of (serious) games designers lacks an instrument to design engaging serious games, to communicate about these games and to make comparisons between serious games. Our methodology fills in this gap. Take away message -- Serious game design requires a methodology (GDA) that enables designers to describe, visualize, understand and manipulate the information flow in games in order to create effective and engaging serious games.
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游戏设计:认知任务分析和游戏话语分析在创造有效和有趣的严肃游戏中的映射
动机——为了创造有效且吸引人的严肃游戏,游戏设计和教学设计必须协调一致。但是,目前还没有为此目的的方法。研究方法——这种方法应该满足两个要求。它应该提供(1)可用于描述与学习目标相关的信息(如认知技能)和描述游戏动态的信息的分类;(2)在游戏中自然触发学习的指导方针。研究结果/设计——我们提出的方法包括两个阶段。首先,对需要学习的任务或领域进行认知任务分析(CTA)。其次,这种分析的信息必须使用我们的游戏话语分析(GDA)与游戏相关的信息元素相结合。我们开发了一种信息元素、关系类型和信息元素集合的分类法,它们构成了GDA的工具。我们展示了分诊领域的方法论。此外,我们提出了两个试点研究来验证我们的说法。研究局限性/启示——尽管这两项初步研究为我们的观点提供了一些证据,但还需要更多的研究。原创性/价值——目前,(严肃的)游戏设计师社区缺乏一种工具来设计引人入胜的严肃游戏,交流这些游戏,比较严肃游戏。我们的方法填补了这一空白。重要信息——严肃游戏设计需要一种方法论(GDA),使设计师能够描述、可视化、理解和操纵游戏中的信息流,从而创造出有效且吸引人的严肃游戏。
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