Proposal for a Participatory Methodology for the Creation of Serious Games

Ernesto Pacheco-Velazquez, Andre Bester, Lucia Rabago-Mayer, Virginia Rodes-Paragarino
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Abstract

We are facing a new generation of students, who are not only looking for theoretical knowledge, but also want learning to be practical, interesting, and fun. They request didactic techniques that allow them to have a more prominent role in their learning, models that are not focused on teaching, but on learning. They are students with different characteristics because they were born in the digital age. Technology has changed the way they relate to the world. They are not comfortable with respect to traditional models and try to incorporate new technologies into all aspects of their lives. Within the educational field, new technologies are seen as a tool that facilitates learning and develops skills in students. From this perspective, the development of simulators and serious games are now used as a strategy to facilitate learning. The advantages of using a serious game seem evident, they help develop critical thinking, encourage creativity, increase problem-solving skills, increase retention, among other benefits. However, when games are not well designed, they lose both their appeal and their playful essence. One reason for these problems is the absence of the application of any design methodology, and that many of these problems come from the requirements definition phase. Specifically, most of the problems occur in the game design phase, where there is a deficiency in the writing of the requirements requested by the teachers. When the requirements are vague, or ambiguous, experts in the development area are unable to interpret the interaction design, the game mechanics, or the way in which users will interact with the software. This article aims to discuss the specifications and requirements that instructional designers and developers should address before migrating to project development, implementation, or evaluation. This article is important because it analyzes the need to establish clear requirements and objectives that will facilitate the creation of serious games in education.
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关于创造严肃游戏的参与式方法论的建议
我们面对的是新一代的学生,他们不仅追求理论知识,更希望学习实用、有趣、有趣。他们需要能让他们在学习中扮演更重要角色的教学技巧,需要注重学习而不是教的模式。他们是有不同特点的学生,因为他们出生在数字时代。科技改变了他们与世界联系的方式。他们对传统模式感到不舒服,并试图将新技术融入他们生活的各个方面。在教育领域,新技术被视为促进学生学习和发展技能的工具。从这个角度来看,模拟器和严肃游戏的开发现在被用作促进学习的策略。使用严肃游戏的优势是显而易见的,它们有助于培养批判性思维,鼓励创造力,提高解决问题的能力,提高留存率等等。然而,当游戏设计得不好时,它们就会失去吸引力和好玩的本质。产生这些问题的一个原因是缺乏任何设计方法的应用,并且这些问题中的许多都来自需求定义阶段。具体来说,大多数问题都发生在游戏设计阶段,在这个阶段,老师所要求的要求的写作存在不足。当需求模糊不清时,开发领域的专家无法解释交互设计、游戏机制或用户与软件交互的方式。本文旨在讨论指导设计人员和开发人员在迁移到项目开发、实现或评估之前应该处理的规范和需求。这篇文章很重要,因为它分析了建立清晰的需求和目标的必要性,这些需求和目标将促进严肃游戏在教育领域的创造。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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