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Int. J. Serious Games最新文献

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The devil's advocate: identifying persistent problems in serious game design 魔鬼代言人:识别严肃游戏设计中持续存在的问题
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.547
W. Westera
After a long period of steady growth, games for learning and training (serious games) have become well accepted as productive teaching tools. This article argues, however, that a number of persistent weaknesses in current serious game design practice pose a barrier to harnessing the games´ full educational potential. For serious game designers it is quite a challenge to maintain a subtle and critical balance between gaming elements and didactic elements. Quite commonly counterproductive game preferences are being used that favour player experiences above learning efficacy, thereby neglecting established knowledge from instructional design, student guidance and assessment of learning outcomes. By taking up the role of the devil’s advocate, this article takes a critical look at current serious game design routines. The issues that are discussed include experiential learning, cognitive flow, motivation, scores and realism in serious games, among other things. Each topic is elaborated with reference to established educational research and is concluded and summarised with a claim. The main purpose of this article is to contribute to the overall quality of serious game design by identifying and opposing unfavourable design routines.
经过长时间的稳定发展,用于学习和训练的游戏(游戏邦注:即严肃游戏)已被广泛接受为富有成效的教学工具。然而,本文认为,当前严肃游戏设计实践中存在的一些持续存在的弱点阻碍了游戏充分发挥教育潜力。对于严肃的游戏设计师来说,在游戏元素和教学元素之间保持微妙和关键的平衡是相当具有挑战性的。通常情况下,适得其反的游戏偏好倾向于玩家体验而非学习效果,从而忽视了来自教学设计、学生指导和学习结果评估的既定知识。通过扮演魔鬼代言人的角色,本文将着眼于当前严肃游戏设计惯例。讨论的问题包括体验式学习、认知流、动机、分数和严肃游戏中的现实性等。每个主题都是参照既定的教育研究来阐述的,并以一种主张来总结和总结。本文的主要目的是通过识别和反对不利的设计惯例来提高严肃游戏设计的整体质量。
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引用次数: 2
Introduction to the Special Issue on GaLA Conf 2021 2021年GaLA会议特刊简介
Pub Date : 2022-09-09 DOI: 10.17083/ijsg.v9i3.559
F. Rosa, J. Hauge, Pierpaolo Dondio, Iza Marfisi-Schottman, Margarida Romero, F. Bellotti
This is a short introduction pecial issue of the International Journal of Serious Games dedicated to the selected best papers of the 2021 edition of the Games and Learning (GALA) 2021 conference. The three selected papers have undergone a regular review process. Covered topics range from cooperative games to mixed reality, from digital companions to game co-design.
这是《国际严肃游戏杂志》的一个简短的介绍特刊,致力于2021年版游戏与学习(GALA) 2021年会议的精选最佳论文。这三篇入选的论文经过了定期审查程序。涵盖的主题从合作游戏到混合现实,从数字伙伴到游戏协同设计。
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引用次数: 0
Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception 基于游戏的直播学习对学习者兴趣、沉浸感、满意度和教师感知的影响
Pub Date : 2022-05-31 DOI: 10.17083/ijsg.v9i2.457
W. Lee, Han-Moi Shim, Hyung-Gi Kim
The method of using games in class has been recognized for its effectiveness through the efforts of many researchers, and has spread mainly in the United States and Europe, and the number of cases implemented in actual education has increased. Nevertheless, many people have preconceived notions about games and distrust the effects of game-based learning and show negative attitudes. In fact, there are limitations and disadvantages of game-based learning, and it is difficult to overcome them. More than half of the inconveniences or problems of teachers who want to try game-based learning revealed by the 2009 survey have not been solved yet. Due to the sudden spread of COVID-19, the Ministry of Education has issued a policy to convert classes at schools and academies into non-face-to-face. The full-scale non-face-to-face class, which was conducted based on the high penetration rate of smartphones and Internet penetration in Korea, allows all students to take non-face-to-face learning using the Internet, It can be interpreted that even if there are students who cannot take classes, the right to equality is recognized because there are very few. Non-face-to-face classes have the characteristics that instructors and learners will be spatially separated, spatially simultaneous, interactive, and teaching and learning behavior will be mediated by the screen. And these features are common to live streaming. Taking advantage of this, this study aims to approach improving the perception of game-based learning as an advantage of "watching games" beyond "playing games" by using live streaming for game-based learning. This study conducted game-based learning and game streaming learning for 210 third-year middle school students, compared the effects of game-based learning on learning interest, immersion, and satisfaction with the results of previous studies to verify the design and prove the combined effect of live streaming and game-based learning. In addition, in-depth interviews with instructors who conducted game-based learning confirmed that awareness of the introduction, value, and finance of game-based learning improved.
在课堂上使用游戏的方法通过许多研究者的努力,其有效性已经得到认可,主要在美国和欧洲传播,并且在实际教育中实施的案例数量也在增加。然而,许多人对游戏有先入为主的观念,不信任基于游戏的学习效果,并表现出消极态度。事实上,基于游戏的学习存在局限性和缺点,并且很难克服它们。2009年的调查显示,有一半以上的教师想要尝试基于游戏的学习的不便或问题尚未得到解决。由于新冠肺炎的突然蔓延,教育部发布了一项政策,将学校和学院的课程转变为非面对面的课程。以韩国的智能手机普及率和互联网普及率高为基础进行的全面非面对面授课,让所有学生都可以利用互联网进行非面对面的学习。因此,即使有不能上课的学生,也因为人数少而承认了平等权。非面对面课堂的特点是教师和学习者在空间上是分离的、空间上是同时的、互动的,教与学的行为以屏幕为媒介。这些功能在直播中很常见。利用这一点,本研究旨在通过使用直播进行基于游戏的学习,提高人们对基于游戏的学习作为“观看游戏”而不是“玩游戏”的优势的认识。本研究对210名初三学生进行了游戏化学习和游戏直播学习,将游戏化学习对学习兴趣、沉浸感和满意度的影响与以往的研究结果进行对比,验证设计,证明直播和游戏化学习的结合效果。此外,对进行基于游戏学习的教师的深度访谈证实,他们对基于游戏学习的介绍、价值和财务的认识有所提高。
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引用次数: 3
Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks 空间规划中的严肃游戏:优势、限制和支持框架
Pub Date : 2022-05-31 DOI: 10.17083/ijsg.v9i2.510
Micael Sousa, António Pais Antunes, Nuno Pinto, Nelson Zagalo
Serious games are being developed in many fields of research and proving to be valuable practical tools. In the planning field, games can help approach complexity and engage more participants through first-person experimentation. This paper presents an overview of the main strengths, limitations of applying serious games in Spatial Planning. The paper also discusses available support frameworks. And it proposes some guidelines for researchers and practitioners that want to profit from game usage. Serious Games can be powerful tools but can easily lead to failure processes, which demand previous systematic analysis of what planners may do and expect from games.
许多研究领域都在开发严肃游戏,并证明它们是有价值的实用工具。在规划领域,游戏可以通过第一人称实验帮助处理复杂性并吸引更多参与者。本文概述了在空间规划中应用严肃游戏的主要优势和局限性。本文还讨论了可用的支持框架。它还为想要从游戏使用中获利的研究人员和从业者提出了一些指导方针。严肃游戏可以是强大的工具,但也很容易导致失败过程,这需要事先对计划者可能做什么和对游戏的期望进行系统分析。
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引用次数: 3
Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study 将游戏化融入高等教育远程学习课程的设计原则:一项混合方法研究
Pub Date : 2022-05-31 DOI: 10.17083/ijsg.v9i2.494
Murat Sümer, C. Aydın
This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in online and distance learning programs in higher education. More specifically, the study intended to seek the answers whether student participation in the online and distance learning programs can be increased by the use of gamification, how the gamification influences the students’ academic performances in the online and distance learning programs and what learners think about integrating gamification into the open and distance learning programs in higher education. The study was designed as a sequential exploratory research, which is one of the mixed research methods. Findings indicate that integrating gamification into the online and distance learning programs has a significant impact on increasing students' visits to the learning environment. In addition, when the pre-gamification and post-gamification scenarios were compared in terms of students accessing to the content in the online and distance learning environment, it was discovered that there was a statistically significant increase. It can be also said that there is significant difference regarding to academic performances for gamified situations. Lastly, gamification is said to be fun by students and to contribute positively to their motivation. According to this, gamification has a positive effect on learners' e-learning behaviors and should be used more in online and distance learning programs.
本研究旨在通过玩和游戏化解决在线和远程学习的低完成率和高辍学率问题。本研究的总体目的是为研究人员和实践者提供一套游戏化设计原则,以帮助他们了解如何将游戏化应用于高等教育的在线和远程学习项目。更具体地说,本研究旨在寻求以下问题的答案:游戏化是否可以提高学生对在线和远程学习课程的参与度,游戏化如何影响学生在在线和远程学习课程中的学习成绩,以及学习者对将游戏化融入高等教育开放和远程学习课程的看法。本研究设计为序贯探索性研究,是混合研究方法之一。研究结果表明,将游戏化融入在线和远程学习课程对增加学生对学习环境的访问有显著影响。此外,当比较游戏化前和游戏化后的学生在在线和远程学习环境中获取内容的情况时,发现有统计学上显著的增加。也可以说,在游戏化的情况下,在学业成绩方面存在显著差异。最后,学生们说游戏化很有趣,对他们的学习动机有积极的贡献。因此,游戏化对学习者的电子学习行为有积极的影响,应该更多地在在线和远程学习项目中使用。
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引用次数: 2
TAECon, a web-based platform to promote STEM TAECon,一个促进STEM的网络平台
Pub Date : 2022-05-31 DOI: 10.17083/ijsg.v9i2.488
I. Boada, Antonio Rodríguez-Benítez, Berta Llenas, Pau Xiberta
In this paper, we present TAECon, a web-based platform designed to support STEM promotion sessions carried out by the Polytechnic School of Girona's University at higher schools. The platform combines gamification, serious games, content editors, and automatic correction strategies in a single framework. TAECon is used to prepare game sessions that turn around a central story with eight main characters from different ethnicities and genders that have to recover their identification cards. Players working in groups or individually and in face-to-face or virtual sessions have specific editors to design and enter solutions of challenges (or problems) and enigmas (or subproblems) created by STEM experts using the content editors of the platform. According to the type of enigma correction techniques automatically evaluate responses and assign the corresponding reward. The platform has been used by more than a thousand students from fifty secondary schools. To collect the platform impressions more than 250 students answered a questionnaire and 17 secondary school teachers were interviewed. As reported by the information collected, the platform was appreciated by both students and teachers. Users enjoyed the challenges and the game sessions. To conclude, TAECon can be considered a good strategy to promote STEM.
在本文中,我们介绍了TAECon,这是一个基于网络的平台,旨在支持赫罗纳大学理工学院在高等学校开展的STEM推广会议。该平台将游戏化、严肃游戏、内容编辑器和自动纠错策略整合到一个框架中。TAECon是一种以8名不同种族和性别的主人公为中心,以找回身份证为主题的游戏。团队或个人、面对面或虚拟会议的玩家有特定的编辑器来设计和输入由STEM专家使用平台的内容编辑器创建的挑战(或问题)和谜题(或子问题)的解决方案。根据谜题的类型,纠正技术自动评估反应并分配相应的奖励。该平台已被来自50所中学的1000多名学生使用。为了收集对平台的印象,超过250名学生回答了一份问卷,并采访了17名中学教师。从收集到的信息来看,该平台得到了学生和老师的一致好评。用户喜欢挑战和游戏环节。综上所述,TAECon可以被认为是促进STEM的好策略。
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引用次数: 1
Virtual Reality versus Desktop Experience in a Dangerous Goods Simulator 危险品模拟器中的虚拟现实与桌面体验
Pub Date : 2022-05-31 DOI: 10.17083/ijsg.v9i2.493
M. Chover, J. Sotoca, Carlos Marín-Lora
Virtual Reality applications have become a trend in training simulators as an alternative to desktop applications. However, further study is needed on how these types of serious games, which often include several modes of interaction, can improve the user experience. In this sense, this paper analyzes the differences between playing serious first-person games on a desktop computer versus playing in Virtual Reality. For this purpose, two versions of a dangerous goods unloading simulator have been implemented. The first one was developed as a classic desktop game with keyboard and mouse-based interaction, while the second was for Virtual Reality devices. The user experience has been measured with the In-game version of the Game Experience Questionnaire. With this, aspects related to immersion, flow, positive emotions, and psychological needs have been compared for these two platforms. The study shows that the Virtual Reality experience produces a better overall game experience for most analyzed items. Nevertheless, the results highlight a significant dependence between the application type and the game experience induced on the player.
虚拟现实应用程序已经成为训练模拟器的一种趋势,作为桌面应用程序的替代品。然而,这类包含多种互动模式的严肃游戏如何改善用户体验还有待进一步研究。从这个意义上说,本文分析了在台式电脑上玩严肃的第一人称游戏与在虚拟现实中玩游戏之间的区别。为此目的,已经实现了两个版本的危险品卸载模拟器。第一个是作为一款基于键盘和鼠标交互的经典桌面游戏开发的,而第二个是为虚拟现实设备开发的。用户体验是通过游戏体验问卷的游戏内置版本来衡量的。在此基础上,我们比较了这两个平台的沉浸感、心流、积极情绪和心理需求。研究表明,虚拟现实体验为大多数分析项目提供了更好的整体游戏体验。尽管如此,研究结果强调了应用类型与玩家体验之间的显著相关性。
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引用次数: 1
Virtual Game Jam: Collaborative Pathway to Serious Games for Health Virtual Game Jam:通往健康严肃游戏的合作之路
Pub Date : 2022-03-18 DOI: 10.17083/ijsg.v9i1.454
S. Matthews, Rick Thomas
Game jams are collaborative competitions where participants make games from scratch within a short period of time. Occasionally, these games aim to promote meaningful learning outcomes by embedding functional knowledge into entertaining and engaging gameplay.  We wanted to understand if a game jam during a global pandemic could be used as an effective method to facilitate a collaborative, multidisciplinary team’s ability to design, develop, and implement a serious game on a health-related topic (i.e., COVID-19).  We examined the 2020 game jam hosted by the National Academy of Sciences to evaluate one method to organize a serious virtual game jam and provide a roadmap for implementation using qualitative and quantitative data collection methods to evaluate its efficacy. In addition to identifying best practices and lessons learned from our tools and processes, our results demonstrate that a virtual game jam can in fact be a powerful tool for creating a scientifically sound, population-level, big picture–thinking serious game used for health education, facilitate collaborative multidisciplinary teams and be a practical learning experience for game jammers.
Game jam是一种协作竞赛,参与者在短时间内从零开始制作游戏。有时候,这些游戏的目标是通过将功能性知识嵌入到有趣且吸引人的游戏玩法中来促进有意义的学习结果。我们想了解在全球大流行期间的游戏jam是否可以作为一种有效的方法来促进协作,多学科团队设计,开发和实施与健康相关主题(即COVID-19)的严肃游戏的能力。我们研究了由美国国家科学院主办的2020年游戏jam,以评估组织严肃虚拟游戏jam的一种方法,并使用定性和定量数据收集方法提供实施路线图,以评估其有效性。除了从我们的工具和流程中确定最佳实践和经验教训外,我们的研究结果还表明,虚拟游戏jam实际上可以成为一种强大的工具,用于创建科学合理的、人口水平的、具有大局思维的严肃游戏,用于健康教育,促进多学科团队的合作,并成为游戏jam人员的实际学习经验。
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引用次数: 1
Serious Games for Healthy Nutrition. A Systematic Literature Review 健康营养的严肃游戏。系统文献综述
Pub Date : 2022-03-18 DOI: 10.17083/ijsg.v9i1.466
I. Adaji
Research indicates that the two main causes of being overweight and obese are living a sedentary lifestyle and unhealthy eating habits. Influencing people to be active and exercise is an active research area that has resulted in the development of several games both commercially available and for free. The area of influencing people to develop healthy eating habits, on the other hand, still has room for growth. In the current paper, I review existing serious games for healthy nutrition over the past five years and summarize the main findings based on three main themes: the design and development of the game, the evaluation of the game, and the findings from the evaluation. My results indicate that most games are designed in collaboration with a team of experts such as nutritionists, psychologists, HCI designers, and software developers. In addition, most of the games for kids are web-based while most of those for adults are mobile-based. Most games used a self-report approach to evaluation which was carried out over a range of period of 30 minutes to 90 days with between 10 to 531 participants. There were mixed results from the evaluations with most games partially achieving their aim. I conclude by suggesting guidelines for developing serious games for influencing healthy nutrition.
研究表明,超重和肥胖的两个主要原因是久坐不动的生活方式和不健康的饮食习惯。影响人们运动和锻炼是一个活跃的研究领域,已经开发了一些商业和免费的游戏。另一方面,影响人们养成健康饮食习惯的领域仍有增长空间。在这篇论文中,我回顾了过去五年来存在的健康营养严肃游戏,并根据游戏的设计和开发,游戏的评估以及评估的结果这三个主题总结了主要的发现。我的研究结果表明,大多数游戏都是与营养学家、心理学家、人机交互设计师和软件开发人员等专家团队合作设计的。此外,大多数面向儿童的游戏是基于网页的,而面向成人的游戏则是基于手机的。大多数游戏采用自我报告的方法进行评估,参与者从10人到531人,时间从30分钟到90天不等。评估结果好坏参半,大多数游戏部分达到了目标。最后,我建议开发影响健康营养的严肃游戏的指导方针。
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引用次数: 1
Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design 为易用性重新设计:教育游戏设计中的设计决策和妥协
Pub Date : 2022-03-18 DOI: 10.17083/ijsg.v9i1.469
M. Cezarotto, Pamela Martínez, B. Chamberlin
Accessibility in educational media focuses on removing barriers based on learners’ varied needs. In educational games, players’ diverse needs can impact a wide variety of design strategies. This study focuses on the process used by one design team to prioritize accessibility in the redesign of their older educational games, while creating a process to inform development of new games. The study provides a framework for thinking about games and accessibility vis-a-vis educational games, and documents an action research study with the development team of the Math Snacks project. Using a participatory and qualitative approach, researchers provide a description of the team redesign process to address accessibility: how the team reviewed accessibility gaps in their games; made specific design choices in redesigning for accessibility; and determined which actions could make the games more accessible. The work yielded a process other design teams can implement in their review of existing games.
教育媒体的无障碍侧重于消除基于学习者不同需求的障碍。在教育类游戏中,玩家的不同需求会影响各种设计策略。本研究关注的是一个设计团队在重新设计其旧教育游戏时优先考虑易用性的过程,同时创建一个过程来指导新游戏的开发。该研究为思考游戏和教育游戏的可访问性提供了一个框架,并与Math Snacks项目的开发团队一起记录了一项行动研究。使用参与式和定性方法,研究人员描述了团队重新设计过程,以解决易用性问题:团队如何审查游戏中的易用性差距;在可访问性的重新设计中做出具体的设计选择;确定哪些动作可以让游戏更容易上手。这项工作为其他设计团队在审查现有游戏时提供了一个可借鉴的流程。
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引用次数: 4
期刊
Int. J. Serious Games
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