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Int. J. Serious Games最新文献

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How to Create Serious Games? Proposal for a Participatory Methodology 如何创建严肃游戏?关于参与式方法的建议
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.642
Ernesto Pacheco Velazquez, Virgínia Rodés Paragarino, Lucía Rábago Mayer, Andre Bester
The demand for practical, engaging, and enjoyable learning experiences has led to a shift in student preferences. Students now seek active learning approaches that prioritize their involvement and utilize technology. In response to this demand, simulators and serious games have emerged as effective strategies in education. Serious games offer numerous benefits, including the promotion of critical thinking, creativity, problem-solving skills, and improved knowledge retention. However, it is crucial to ensure that serious games are well-designed to maintain their appeal and playful nature. Inadequate requirements definition during the initial stages of development can lead to issues in game design. This article emphasizes the importance of establishing clear requirements and objectives in the creation of serious games for educational purposes. By doing so, effective serious games can be developed that meet the needs of students and align with educational goals. This systematic approach to game development ensures that the games are engaging, effective, and conducive to learning.
对实用、吸引人和愉快的学习体验的需求导致了学生偏好的转变。现在,学生们寻求的是以他们的参与为优先并利用技术的主动学习方法。为满足这一需求,模拟器和严肃游戏已成为有效的教育策略。严肃游戏有许多益处,包括促进批判性思维、创造力、解决问题的技能和提高知识的保留率。然而,关键是要确保严肃游戏经过精心设计,以保持其吸引力和游戏性。在开发的初始阶段,需求定义不充分会导致游戏设计出现问题。本文强调了在创建以教育为目的的严肃游戏时确立明确要求和目标的重要性。通过这样做,可以开发出有效的严肃游戏,满足学生的需求并与教育目标保持一致。这种系统化的游戏开发方法可确保游戏引人入胜、有效并有利于学习。
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引用次数: 0
Designing a framework and validating a tool for evaluating the educational quality of serious games: a meta-synthesis 设计一个框架并验证一个评估严肃游戏教育质量的工具:一种综合
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.576
Rasoul Bakhtiari, Zahra Habibzadeh
In recent decades, at the same time as the quantitative growth in the industry of serious games, its quality has also been the focus of investors, researchers, and developers. Therefore, the purpose of this research is to design a framework and validate a tool for evaluating the educational quality of serious games. (i.e., a questionnaire). Evaluation frameworks and questionnaires are fundamental tools for designing and developing serious games. The method of this research was meta-synthesis with a mixed approach. Based on this, 5807 articles were identified during the years 1995 to 2021, and finally, 29 articles were selected for analysis. By analyzing these articles, basic dimensions, components, and indicators were extracted and turned into an evaluation tool using thematic analysis with the purpose of validation. First, the content validity of this tool was obtained by purposive sampling technique with the participation of 30 serious game experts. Then, for the validity of the constructs, a sample equal to the community was assumed, and the tool was sent to the members of the National Computer Games Foundation, and 537 people participated in completing the tool. Finally, the data were analyzed using confirmatory factor analysis. The findings of first and second-order factor analysis confirmed all dimensions, components, and indicators of the tool with a factor load (above 0.40) and a significant coefficient (above 1.96). Therefore, this meta-synthesis led to the design of the framework and the validation of the educational quality evaluation tool of serious games with 4 dimensions, 25 components, and 138 indicators. We argue that the proposed framework and tool are able to evaluate the educational quality of a serious game and cover its design project end to end. We thus propose them as a suitable resource for researchers and developers of serious games.
近几十年来,在严肃游戏行业数量增长的同时,其质量也成为投资者、研究人员和开发者关注的焦点。因此,本研究的目的是设计一个框架并验证一个评估严肃游戏教育质量的工具。(即问卷)。评估框架和调查问卷是设计和开发严肃游戏的基本工具。本研究采用混合方法的综合方法。在此基础上,鉴定出1995 - 2021年间的5807篇文章,最后选择29篇文章进行分析。通过对这些文章的分析,提取基本维度、成分和指标,并运用主题分析将其转化为评估工具,以达到验证的目的。首先,在30名严肃游戏专家的参与下,采用有目的抽样技术获得该工具的内容效度。然后,为了构造的有效性,假设一个等于社区的样本,并将工具发送给国家计算机游戏基金会的成员,537人参与完成工具。最后,采用验证性因子分析对数据进行分析。一阶和二阶因子分析的结果证实了该工具的所有维度、成分和指标,因子负荷(高于0.40)和显著系数(高于1.96)。因此,这一综合导致了框架的设计,并验证了具有4个维度、25个组成部分和138个指标的严肃游戏教育质量评估工具。我们认为,所提出的框架和工具能够评估严肃游戏的教育质量,并涵盖其设计项目的端到端。因此,我们建议将它们作为严肃游戏的研究人员和开发者的合适资源。
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引用次数: 0
Critical meta-analysis of problem-solving serious games: Clear signs of pedagogists' disengagement and over-optimistic expectations 对解决问题的严肃游戏的关键荟萃分析:教师脱离投入和过度乐观期望的明显迹象
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.563
M. RezaeiZadeh, Raazieh Mohagheghiaan, M. Vahidi-Asl
Problem-solving is placed at top of the ten most important life skills recommended by World Economic Forum. Serious game has been one of the dominant tools for educating people in different subjects over the last 10 years. This study aims to critically analyse previous empirical studies conducted on Problem-Solving Serious Games (PSSG). Using Constant Comparative Method (CCM) framework, 737 studies in this area are listed; and after applying several filters, 36 studies are refined and finally chosen. The analysis shows that serious games not alone improve people’s problem-solving ability, it also positively impacts on their problem-solving motivation, problem-solving measurement ability, critical thinking, and learning attitude. However, there is a lack of pedagogists’ engagement with PSSG studies. As a result, those studies suffered from lack of educational rationale behind and lack of right direction in choosing their participants, research methods, focus, genre, and expected outputs. Theoretical and practical implications of this critical analysis are outlined at the end of this paper, shedding light on the future directions of PSSG studies. the main conclusions of this study are as following: 1. An inter-disciplinary approach led by pedagogists is needed to design, develop, and examine PSSGs effectively. 2. The over-optimistic viewpoint about serious games in general and PSSGs in specific should be moderated by looking more closely at the negative marginal and side effects of implementing these games on gamers.
世界经济论坛推荐的十大最重要的生活技能中,解决问题被排在首位。在过去10年里,严肃游戏一直是教育不同学科的人们的主要工具之一。本研究旨在批判性地分析以往关于问题解决严肃游戏(PSSG)的实证研究。采用恒定比较法(Constant Comparative Method, CCM)框架,列举了该领域的737项研究;经过多次筛选,36项研究被提炼并最终选出。分析表明,严肃游戏不仅能提高人们的问题解决能力,还能对他们的问题解决动机、问题解决测量能力、批判性思维和学习态度产生积极影响。然而,缺乏教师对PSSG研究的参与。因此,这些研究在选择研究对象、研究方法、研究重点、研究类型和预期产出等方面缺乏教育基础,缺乏正确的方向。本文最后概述了这一批判性分析的理论和实践意义,揭示了PSSG研究的未来方向。本研究的主要结论如下:1。要有效地设计、开发和检验pssg,需要一种由教育家领导的跨学科方法。2. 对于严肃游戏,特别是pssg的过度乐观观点应该通过更仔细地观察这些游戏对玩家的负面影响和副作用来加以缓和。
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引用次数: 0
Fibonacci Level Adjustment for Optimizing Player's Performance and Engagement 优化玩家表现和粘性的斐波那契水平调整
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.586
Faiz Hilmawan Masyfa, H. Tolle, Tibyani Tibyani, P. Hartono
Players’ engagement intensity in computer games is influenced by the level of difficulty the game offers. Traditional game-level plots adopt linear increases that sometimes do not match the users’ skill growth, causing boredom and hampering the users’ further skill growth. In this study, a nonlinear level adjustment scenario was proposed based on the Fibonacci sequence that provides gradual increases in the early stages of the games but more drastic changes in later phases. Here, the game’s difficulty level was automatically decided by a machine learning method. To test the proposed method, comparisons between four level adjustments in computer games: traditional plots, self-selected plots, linear adaptive plots, and the proposed nonlinear adaptive plots were run. The experiment was carried out with 40 testers. The experiment results show that the best player’s peak level in the proposed nonlinear adjustment was twice as high as that of linear adjustment. Also, the number of stages required to reach the peak under the proposed scenario was half that of linear games. This high playing performance goes hand in hand with deep playing engagement. The results demonstrate the efficiency of the proposed level adjustment algorithm.
玩家在电脑游戏中的粘性强度受到游戏难度的影响。传统的游戏关卡情节采用线性增长,有时与用户的技能增长不匹配,导致玩家感到无聊,阻碍了用户进一步的技能增长。在这项研究中,基于斐波那契数列提出了一个非线性关卡调整方案,该方案在游戏的早期阶段逐渐增加,但在后期阶段会有更剧烈的变化。在这里,游戏的难度等级是由机器学习方法自动决定的。为了验证本文提出的方法,对传统情节、自选情节、线性自适应情节和非线性自适应情节四种电脑游戏中的关卡调整进行了比较。该实验由40名测试者进行。实验结果表明,所提出的非线性调整的最佳球员的峰值水平是线性调整的两倍。此外,在提议的场景下,达到峰值所需的阶段数量是线性游戏的一半。这种高水平的游戏表现与深度的游戏粘性密切相关。实验结果证明了该算法的有效性。
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引用次数: 0
Using Visual Programming Games to Study Novice Programmers 使用视觉编程游戏学习新手程序员
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.577
Christian DeLozier, James Shey
Enabling programmers to write correct and efficient parallel code remains an important challenge, and the prevalence of on-chip accelerators exacerbates this challenge. Novice programmers, especially those in disciplines outside of Computer Science and Computer Engineering, need to be able to write code that exploits parallelism and heterogeneity, but the frameworks for writing parallel and heterogeneous programs expect expert knowledge and experience. More effort must be put into understanding how novice programmers solve parallel problems. Unfortunately, novice programmers are difficult to study because they are, by definition, novices. We have designed a visual programming language and game-based framework for studying how novice programmers solve parallel problems. This tool was used to conduct an initial study on 95 undergraduate students with little to no prior programming experience. 71% of all volunteer participants completed the study in 48 minutes on average. This study demonstrated that novice programmers could solve parallel problems, and this framework can be used to conduct more thorough studies of how novice programmers approach parallel code.
使程序员能够编写正确且高效的并行代码仍然是一个重要的挑战,而片上加速器的流行加剧了这一挑战。新手程序员,特别是那些计算机科学和计算机工程以外的专业人员,需要能够编写利用并行性和异构性的代码,但是编写并行和异构程序的框架需要专业知识和经验。必须花更多的精力去理解新手程序员如何解决并行问题。不幸的是,新手程序员很难学习,因为从定义上讲,他们就是新手。我们设计了一种可视化编程语言和基于游戏的框架,用于研究新手程序员如何解决并行问题。该工具被用于对95名几乎没有编程经验的本科生进行初步研究。71%的志愿者平均在48分钟内完成了这项研究。该研究表明,新手程序员可以解决并行问题,并且该框架可以用于对新手程序员如何处理并行代码进行更彻底的研究。
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引用次数: 1
Imparting Systems Engineering Experience via Interactive Fiction Serious Games 通过互动小说严肃游戏传授系统工程经验
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.572
Thomas Ford, David Long, Echo Ford
Serious games for education are becoming increasing popular. Interactive fiction games are some of the most popular in app stores and are also beginning to be heavily used in education to teach analysis and decision-making. Noting that it is difficult for systems engineers to experience all necessary situations which prepare them for the role of a chief engineer, in this paper, we explore the use of interactive fiction serious games to impart systems engineering experience and to teach systems engineering principles. The results of a cognitive viability, qualitative viability, and replayability analysis of 14 systems engineering serious games developed in the interactive fiction genre are presented. The analysis demonstrates that students with a systems engineering background are able to learn the Twine gaming engine and create a serious game aligned to the Apply level of Bloom’s Taxonomy which conveys a systems engineering experience and teaches a systems engineering principle within a four-week period of time. These quickly generated games cognitive, quality, and replayability scores indicate they provide some opportunity for high-level thinking, are of high quality, and with above average replayability, are likely to be played multiple times and/or recommended to others.
严肃的教育游戏越来越受欢迎。互动小说游戏是应用商店中最受欢迎的游戏之一,也开始大量用于教育,教授分析和决策。注意到系统工程师很难经历所有必要的情况,这些情况使他们为总工程师的角色做好准备,在本文中,我们探索了使用交互式小说严肃游戏来传授系统工程经验并教授系统工程原理。本文对互动小说类型中开发的14种系统工程严肃游戏进行了认知可行性、定性可行性和重玩性分析。分析表明,具有系统工程背景的学生能够学习Twine游戏引擎,并在四周的时间内创建与Bloom分类法应用级别一致的严肃游戏,该游戏传达了系统工程经验并教授了系统工程原理。这些快速生成的游戏的认知、质量和重玩性得分表明,它们提供了一些高水平思考的机会,具有高质量和高于平均水平的重玩性,可能会被多次玩或推荐给其他人。
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引用次数: 0
Systematic Review on the Use of Serious Games in Project Management Education 严肃游戏在项目管理教育中的应用系统回顾
Pub Date : 2023-06-07 DOI: 10.17083/ijsg.v10i2.630
M. Hellström, D. Jaccard, Knut Erik Bonnier
Project management education is well suited for active learning through serious games, and a lot of research has been published on the use of serious games for project management education. Earlier reviews have focused on the content and features of project management serious games. The objectives for using those serious games have been less reviewed. The aim of this study was to conduct a systematic review to better understand the objectives of using serious games in project management education, with the following research question: Why are project management serious games used in higher education? A systematic review was performed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). A systematic search enabled us to identify 175 articles, of which forty-three met the eligibility criteria. An inductive content analysis of those articles showed that project management serious games are used mainly for pedagogical and practical reasons. From a pedagogical perspective, serious games are mainly used to develop specific skills that are difficult to acquire in classic ex cathedra lectures, such as practical competencies and soft skills. From a practical perspective, serious games are mainly used for proposing a risk-free trial environment. Based on our analysis, we propose a taxonomy of reasons for using PM games in higher education. Our study also reveals that few studies assess whether serious games meet all their objectives, and that more research is needed on how to implement them into a coherent pedagogical scenario.
项目管理教育非常适合通过严肃游戏进行主动学习,并且已经发表了许多关于将严肃游戏用于项目管理教育的研究。之前的评论主要关注于项目管理类严肃游戏的内容和功能。使用这些严肃游戏的目的很少被提及。本研究的目的是进行系统回顾,以更好地理解在项目管理教育中使用严肃游戏的目标,并提出以下研究问题:为什么在高等教育中使用项目管理严肃游戏?采用系统评价和荟萃分析首选报告项目(PRISMA)进行系统评价。系统检索使我们确定了175篇文章,其中43篇符合资格标准。对这些文章的归纳分析表明,项目管理严肃游戏的使用主要是出于教学和实践的原因。从教学的角度来看,严肃游戏主要用于培养在传统讲座中难以获得的特定技能,如实践能力和软技能。从实用的角度来看,严肃游戏主要用于提供无风险的试验环境。基于我们的分析,我们提出了在高等教育中使用PM游戏的原因分类。我们的研究还显示,很少有研究评估严肃游戏是否满足所有目标,我们需要更多研究如何将其应用到连贯的教学情境中。
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引用次数: 0
How can a foundation be outlined for a successful serious game to increase reading engagement 如何为一款成功的严肃游戏奠定基础,以提高阅读参与度
Pub Date : 2023-04-03 DOI: 10.17083/ijsg.v10i1.578
Thomas Bjørner, Mads Strømberg Petersen, N. Hansen, G. Jakobsen, D. Hendriksen
This study aims to support a mandatory reading of a novella for high school students by a serious game. The study includes 41 students. The first class is included in the experimental study, which uses a serious game to read the novella. The second class served as the control group and engaged only in analog reading. The evaluation is based on a questionnaire with reading, user, and narrative engagement items. Furthermore, the assessment consists of in-depth interviews with teachers and students. The findings positively affected students’ engagement in the experimental group. Primarily focused attention and reward are higher in the experimental group. However, there was no difference in the narrative engagement between the two groups, indicating that the story (digital or not) is well explained. The qualitative findings revealed positive comments, especially for the reading engagement and the story world. The novelty in this study is the outlined game design process, guided by elements in the foundation, game design, prototyping, and implementation. For the game design, we outlined how to transform the principles from Sweetser and Wyeth to applied design implementations. An important aspect was to illustrate the protagonist with schizophrenia.
本研究旨在借由一个严肃的游戏来支持中学生必读一部中篇小说。这项研究包括41名学生。第一节课包含在实验学习中,用一个严肃的游戏来阅读中篇小说。第二组作为对照组,只进行模拟阅读。评估基于阅读、用户和叙述参与项目的问卷调查。此外,评估包括对教师和学生的深入访谈。这一发现对实验组学生的参与产生了积极影响。主要集中注意力和奖励在实验组更高。然而,两组人在叙述参与度上没有差异,这表明故事(数字或非数字)得到了很好的解释。定性调查结果显示了积极的评价,特别是在阅读参与度和故事世界方面。这项研究的新颖之处在于概述了游戏设计过程,并以基础、游戏设计、原型和执行等元素为指导。对于游戏设计,我们概述了如何将Sweetser和Wyeth的原则转化为应用设计执行。一个重要的方面是描绘了精神分裂症的主人公。
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引用次数: 1
The Effects of Surprising Events on Promoting Social Change in Unwinnable Persuasive Games 不可胜说服博弈中意外事件对促进社会变革的影响
Pub Date : 2023-04-03 DOI: 10.17083/ijsg.v10i1.530
R. G. Isnanda, P. Santosa, R. Hartanto
Surprising events can be beneficial for unwinnable persuasive games, especially since they can evoke players to reflect on their failure to win the game. Despite its presence in some titles, the usage of surprising events still lacks empirical support. This study aims to gain insight into it by comparing the effects of revealing the game’s context from the beginning to delaying it until the game ends. In addition, we also examine the interaction effects with playing duration since it is possible that longer playtime will lead to smaller effects for a game with surprising events, whereas longer playtime will result in greater effects for a game without surprising events. To do so, we conducted a 2 x 2 factorial between-subject experiment with an additional no-treatment control group. The results suggest that delaying the revelation to create a surprising event can promote the same level of donation from players, regardless of their playing time. On the other hand, longer playtime is important if players know the context from the beginning. Additional results about the effect of playing duration on donation and willingness to help were also discussed in this paper.
令人惊讶的事件对于无法获胜的说服游戏来说是有益的,特别是因为它们可以唤起玩家反思自己未能赢得游戏。尽管在一些标题中出现了意外事件的用法,但它仍然缺乏经验支持。这项研究的目的是通过比较从一开始就透露游戏背景和推迟到游戏结束的效果来深入了解这一点。此外,我们还研究了游戏时长对互动效果的影响,因为对于带有意外事件的游戏,较长的游戏时间可能会产生较小的影响,而对于没有意外事件的游戏,较长的游戏时间可能会产生较大的影响。为此,我们进行了2 × 2的受试者间因子实验,并增加了一个未治疗的对照组。研究结果表明,延迟披露以创造惊喜事件可以促进玩家的捐赠水平,无论他们的游戏时间如何。另一方面,如果玩家一开始就知道游戏背景,那么更长的游戏时间也很重要。本文还讨论了游戏时长对捐赠和帮助意愿影响的其他结果。
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引用次数: 0
Alessandro De Gloria: 1955 - 2023
Pub Date : 2023-04-01 DOI: 10.17083/ijsg.v10i1.612
Francesco Bellotti, Jannicke Baalsrud Hauge, Manuel Gentile, Johan Jeuring, Iza Marfisi-Schottman, Manuel Ninaus, Remco Veltkamp, Vanissa Wanick, Riccardo Berta
The editorial of this issue of the International Journal of Serious Games is the last one signed by our Editor in Chief and Founder, Prof. Alessandro De Gloria. Alessandro passed away in Genova, Italy, on March 20th, few days after his 68th birthday.He founded the Serious Games Society and served as its first President, then as Honorary President. He founded also the Games and Learning Alliance Conference, of which he was the first General Chair and Honorary Chair.We mourn a great friend, and a pioneer researcher and creative teacher, with a broad, constructive vision and outstanding team-building skills. The good he made will remain in time.
本期《国际严肃游戏杂志》的社论是我们的主编兼创始人亚历山德罗·德·格洛里亚教授的最后一篇署名文章。3月20日,亚历山德罗在他68岁生日的几天后,在意大利热那亚去世。他创立了严肃游戏协会,并担任其第一任主席,然后担任名誉主席。他还创立了游戏和学习联盟会议,他是第一任总主席和荣誉主席。我们哀悼一位伟大的朋友,一位开拓性的研究者和创造性的老师,他有着广阔的、建设性的视野和出色的团队建设能力。他所做的好事将永远存在。
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引用次数: 0
期刊
Int. J. Serious Games
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