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Int. J. Serious Games最新文献

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Effect of a Serious Game on Aviation Vocabulary Acquisition 严肃游戏对航空词汇习得的影响
Pub Date : 2021-12-01 DOI: 10.17083/ijsg.v8i4.464
Nazmi Dinçer, Rabia Dinçer
Having proficiency in the standard aviation phraseology specified by International Civil Aviation Organization (ICAO) is of great importance for prospective pilots in communication with air traffic controllers and other pilots. The ambiguity in the standard phraseology could be a disaster for the flight crews. That’s why; serious thought has been given at the policy of improving the precise communication in aviation. However, it remains unclear whether the serious game-based flight simulations can enhance the vocabulary intake of the learners who invest the majority of their time in studying the standard aviation phraseology. There is also a dearth of research pertaining to the association between serious gaming and aviation phraseology. The advancement of the technology has exponentially expanded the digital games and therefore began to be widely used in education. The current study thus sets out to investigate the effect of a serious simulation game X-Plane 11 offering invaluable learning experience on aviation vocabulary acquisition. This investigation takes the form of a quasi-experimental mixed-method research by retrieving convenience sampling (15 subjects in experimental group, 15 subjects in control group). The findings indicated that there had been strong evidence of the positive effects of serious gaming on the learners’ outcome. Following the integration of the serious game, a significant increase with the medium effect size in the experimental group was recorded. This finding was also echoed by the majority of the interviewees who unanimously emphasized that the game was beneficial and motivating for language learning despite the minority challenges triggered by the level of language, hardware, and software types.
熟练掌握国际民用航空组织(ICAO)规定的标准航空用语,对于未来的飞行员在与空中交通管制员和其他飞行员沟通时非常重要。标准措辞中的歧义对机组人员来说可能是一场灾难。这就是为什么;对提高航空精确通信的政策进行了认真的思考。然而,目前尚不清楚的是,基于游戏的飞行模拟是否能提高学习者的词汇量,这些学习者将大部分时间投入到学习标准航空术语上。关于严肃游戏和航空术语之间关系的研究也很缺乏。随着科技的进步,数字游戏的范围呈指数级扩大,因此开始广泛应用于教育领域。因此,目前的研究着手调查一个严肃的模拟游戏X-Plane 11对航空词汇习得提供宝贵的学习经验的影响。本调查采用准实验混合方法研究,取方便抽样(实验组15名,对照组15名)。研究结果表明,有强有力的证据表明,认真的游戏对学习者的结果有积极的影响。在整合严肃游戏后,实验组的中等效应量显著增加。这一发现也得到了大多数受访者的赞同,他们一致强调,尽管语言水平、硬件和软件类型引发了少数挑战,但这款游戏对语言学习是有益的,并且具有激励作用。
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引用次数: 4
VAPBr: Values in Digital Games for Public Service in Brazil VAPBr:数字游戏对巴西公共服务的价值
Pub Date : 2021-12-01 DOI: 10.17083/ijsg.v8i4.430
T. Classe, F. Janssen, Renata Araujo
In Brazil, many initiatives have emerged to promote the dialogue between citizens and public institutions using technology. This dialogue has been a challenging endeavor, and digital games have been proposed to stimulate interaction and understanding about public service process delivery. In this context, one fundamental aspect observed for the effectiveness of these games is the human values that the games can transmit. This paper proposes the “Values at Play Brazil” (VAPBr), a deck composed of 24 cards as a brainstorming tool to help designers identify values for public process-based digital games. The paper describes the design of VAPBr and its evaluation with 14 game designers aiming to obtain participants’ perception of VAPBr capability of clearly describing values and its usefulness for identifying them for a game. Results show a positive perception of VAPBr as a brainstorming tool to discover values to be designed in a public processbased digital game.
在巴西,出现了许多倡议,以促进公民与利用技术的公共机构之间的对话。这种对话一直是一项具有挑战性的努力,数字游戏被提议用来促进公共服务过程交付的互动和理解。在这种情况下,观察到这些游戏有效性的一个基本方面是游戏可以传递的人类价值观。本文提出了“value at Play Brazil”(VAPBr),这是一个由24张卡片组成的套牌,可以作为一种头脑风暴工具,帮助设计师确定基于公共过程的数字游戏的价值。本文描述了VAPBr的设计和14个游戏设计师的评估,旨在获得参与者对VAPBr清晰描述价值的能力及其在游戏中识别价值的有用性的看法。结果显示,VAPBr作为一种头脑风暴工具,能够帮助玩家发现基于公共流程的数字游戏的设计价值。
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引用次数: 0
Evaluation of HackLearn COFELET Game User Experience for Cybersecurity Education HackLearn COFELET游戏用户体验对网络安全教育的评价
Pub Date : 2021-09-17 DOI: 10.17083/ijsg.v8i3.437
Menelaos N. Katsantonis, I. Mavridis
HackLearn is a scenario-based hacking simulation game for teaching cybersecurity concepts while providing hands-on hacking experiences to the learners. HackLearn design is based on the COFELET framework, which assimilates modern learning theories, well-known cybersecurity standards, and built-in scaffolding and assessment features. Aiming at evaluating the user experience perceived by HackLearn’s users, we describe the process of adopting it in a real educational environment based on the didactic framework for simulation games. Additionally, we present the evaluation methodology elaborated, based on the serious games’ quality characteristics framework. We discuss the evaluation results which indicate that HackLearn is engaging, motivating, usable and effective in teaching cybersecurity concepts and hacking strategies and techniques. The evaluation results revealed the HackLearn’s aspects that can be improved such as the scaffolding feature and the communication mechanism with the game’s back-end facility. The presented work validates and finalizes prior work elaborated on the COFELET framework (e.g., COFELET ontology and the COFELET games life-cycle), whereas it provides directions for future work in the development and evaluation of cybersecurity serious games.
HackLearn是一个基于场景的黑客模拟游戏,用于教授网络安全概念,同时为学习者提供动手黑客体验。HackLearn的设计基于COFELET框架,它吸收了现代学习理论,知名的网络安全标准,以及内置的脚手架和评估功能。为了评估HackLearn用户感知到的用户体验,我们描述了基于模拟游戏的教学框架在真实教育环境中采用它的过程。此外,我们还基于严肃游戏的质量特征框架阐述了评估方法。我们讨论了评估结果,表明HackLearn在教授网络安全概念和黑客策略和技术方面具有吸引力、激励性、可用性和有效性。评估结果揭示了HackLearn可以改进的方面,如脚手架功能和与游戏后端设施的通信机制。所提出的工作验证并最终确定了先前在COFELET框架上阐述的工作(例如,COFELET本体和COFELET游戏生命周期),同时它为未来网络安全严肃游戏的开发和评估工作提供了方向。
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引用次数: 3
Introduction to the Special Issue on GaLA Conf 2020 2020年GaLA会议特刊简介
Pub Date : 2021-09-17 DOI: 10.17083/ijsg.v8i3.467
Iza Marfisi-Schottman, Ludovic Hamon, R. Klemke, P. Laforcade, F. Bellotti
This special issue of the International Journal of Serious Games offers very valuable extensions to the best papers of the 2020 edition of the GaLA conference. The local organization committee was composed of computer scientists of Laval (France), affiliated to Le Mans Université. From the 9th to the 10th of December 2020, 500 participants attended to a well-organized conference, through their virtual avatars, and listened to 37 presentations on Serious Games and Gamification. A special session was related to Virtual Reality, in a pedagogical and gaming context.  The four extended papers, published in this journal, significantly extend their original work, and were accepted through a regular peer-review process for this special issue.
本期《国际严肃游戏杂志》特刊为2020年GaLA会议的最佳论文提供了非常有价值的扩展。当地组织委员会由勒芒大学附属的拉瓦尔(法国)计算机科学家组成。从2020年12月9日到10日,500名参与者通过他们的虚拟化身参加了一个组织良好的会议,并听取了关于严肃游戏和游戏化的37个演讲。在教学和游戏的背景下,一个特别会议与虚拟现实有关。发表在本刊上的四篇扩展论文,极大地扩展了他们的原始工作,并通过本期特刊的定期同行评审程序被接受。
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引用次数: 0
Security Awareness Level Evaluation of Healthcare Participants Through Educational Games 通过教育游戏评估医疗保健参与者的安全意识水平
Pub Date : 2021-09-17 DOI: 10.17083/ijsg.v8i3.459
M. Pulido, Christopher W. Johnson, Ahmed M. Alzahrani
The purpose of this paper consists of implementing an educational board game to evaluate the information security awareness level of healthcare personnel. The National Health Service Greater Glasgow and Clyde (NHSGGC) Information Security Acceptable Use Policy was used as a basis to generate the educational content of the board game and Lev Vygotsky’s social development theory was followed for the learning process of the participants. Two evaluations were carried out during this study. The results obtained during the first evaluation showed that it is fundamental to design the board game based on a set of rules in information security enacted by an organization to properly guide the participants with the knowledge they need to counter security incidents. The second evaluation showed that redesigning the content of the board game based on the information security policies of the NHSGGC, resulted in a more effective way of guiding participants on the procedures required for compliance with the policies of this health institution and offer them an understanding of the risks behind security incidents. This was demonstrated during this evaluation since the results obtained gave an approximation that it is possible to increase the level of awareness of information security in people regardless of their area of work or studies.
本文的目的是实施一个教育棋盘游戏来评估医疗人员的信息安全意识水平。以国家卫生服务大格拉斯哥和克莱德(NHSGGC)信息安全可接受使用政策(Information Security Acceptable Use Policy)为基础生成棋盘游戏的教育内容,并遵循Lev Vygotsky的社会发展理论进行参与者的学习过程。本研究进行了两次评估。在第一次评估中获得的结果表明,基于组织制定的一套信息安全规则来设计棋盘游戏,以适当地指导参与者应对安全事件所需的知识是至关重要的。第二次评估表明,根据国家卫生健康中心的信息安全政策,重新设计棋盘游戏的内容,可以更有效地指导参与者遵守该卫生机构的政策所需的程序,并使他们了解安全事件背后的风险。这在本次评估中得到了证明,因为所获得的结果给出了一个近似,即无论其工作或研究领域如何,都有可能提高人们对信息安全的认识水平。
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引用次数: 1
Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins 基于游戏的学习中的心流体验和情境兴趣:表兄弟或同卵双胞胎
Pub Date : 2021-09-17 DOI: 10.17083/ijsg.v8i3.462
K. Kiili, Antero Lindstedt, Antti Koskinen, Hilma Halme, M. Ninaus, J. McMullen
While game-based learning seems to be an effective instructional approach, the underlying learning and engagement mechanisms of games are still poorly understood. In the current study, we investigated to what extent flow experience and situational interest are different indicators of engagement in game-based learning. Fifty-two Finnish 5th graders played a game on fractions at home during COVID-19 enforced distance learning. Flow and situational interest measures were embedded directly into the game environment. Results revealed that although flow experience and situational interest constructs share similar components, they also differ. In particular, regression analysis indicated that situational interest is mostly related to immersive aspects of flow. Moreover, learning gains achieved by playing the game and situational interest were positively related – a relation not found with flow. Although flow was not related to learning gains, it seems to be a more competence-oriented construct than situational interest as it was positively correlated with in-game performance. The design of the game successfully supported weaker students with adaptive scaffolds and in-game self-reporting measures worked well. Taken together, even though situational interest and flow share similar components, both constructs are important for multifaceted assessment of engagement in game-based learning. Theoretical and practical implications for engagement research and game design are discussed.
虽然基于游戏的学习似乎是一种有效的教学方法,但人们对游戏的潜在学习和参与机制仍然知之甚少。在当前的研究中,我们调查了心流体验和情境兴趣在多大程度上是基于游戏的学习中参与的不同指标。52名芬兰五年级学生在新冠肺炎强制远程学习期间在家玩分数游戏。心流和情境兴趣测量直接嵌入到游戏环境中。结果表明,虽然心流体验和情境兴趣结构具有相似的成分,但它们也存在差异。特别是,回归分析表明情境兴趣主要与心流的沉浸性方面有关。此外,通过玩游戏获得的学习收益与情境兴趣呈正相关,而与心流没有发现这种关系。尽管心流与学习收益无关,但它似乎是一种比情境兴趣更以能力为导向的结构,因为它与游戏中的表现呈正相关。游戏的设计成功地为较弱的学生提供了适应性支架,游戏内的自我报告措施也很有效。综上所述,尽管情境兴趣和心流具有相似的成分,但这两种结构对于基于游戏的学习的参与度的多方面评估都很重要。讨论了粘性研究和游戏设计的理论和实践意义。
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引用次数: 13
Gamified Learning Theory: The Moderating role of learners' learning tendencies 游戏化学习理论:学习者学习倾向的调节作用
Pub Date : 2021-09-17 DOI: 10.17083/ijsg.v8i3.438
Nadja Zaric, R. Roepke, Vlatko Lukarov, U. Schroeder
The Gamified Learning Theory implies that gamification does not affect learning directly but stimulates a learning-related behavior in a mediating or moderating process. A learner-related behavior can, to some extent, be predicted based on the way learners tend to perceive, understand and utilize information. These different ways of learning are known as learning tendencies. This study investigates the moderator role of learning tendencies on gamification success concerning learners' academic participation, engagement, and experience. For this, Felder-Silverman Learning Style Model is used for the identification of learners' tendencies. In our study, 69 Computer Science students were randomly assigned to one control and two treatment groups. Students in the treatment groups were assigned two different gamified courses, while the control group attended a non-gamified course. This allowed us to analyze the individual effect of each gamification design and compare and see which gamification design was more appropriate for a learner with particular tendencies. Our results indicate that gamification design positively contributes to academic participation, affects learners' engagement in gamified environments, and that students' learning tendencies moderated students' engagement.
游戏化学习理论表明,游戏化并不直接影响学习,而是在中介或调节过程中刺激与学习相关的行为。学习者相关行为在一定程度上可以根据学习者感知、理解和利用信息的方式来预测。这些不同的学习方式被称为学习倾向。本研究探讨了学习倾向对游戏化成功的调节作用,包括学习者的学术参与、投入和经验。为此,使用Felder-Silverman学习风格模型来识别学习者的倾向。在我们的研究中,69名计算机科学专业的学生被随机分配到一个对照组和两个治疗组。治疗组的学生被分配了两个不同的游戏化课程,而对照组的学生则参加了一个非游戏化课程。这让我们能够分析每种游戏化设计的个体效果,并比较哪种游戏化设计更适合具有特定倾向的学习者。我们的研究结果表明,游戏化设计积极促进学习参与,影响学习者在游戏化环境中的参与,学生的学习倾向调节学生的参与。
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引用次数: 9
Designing a Fantasy Bike-based Exergame to Foster Physical Activity 设计一款以自行车为基础的运动游戏以促进身体活动
Pub Date : 2020-09-25 DOI: 10.17083/IJSG.V7I3.362
Catherine Pons-Lelardeux, M. Galaup, Fabian Hall, P. Lagarrigue
Authorities recommend the practice of moderate physical activity to improve health and quality of life. "Play’n Ride" is a bike-based exergame aimed at promoting and controlling physical activity. This paper presents the usefulness of using extrinsic fantasy and a commonplace real bike to address a wide audience. It depicts the interactive universe in which the player pedals a bike equipped with sensors to control the flight altitude of an imaginary character. During a ’Tour de France 2019’ stage, one hundred and seventy-eight fan park visitors from youths to retirees tested the exergame. Data were collected from an online questionnaire composed of SUS questionnaire items and from a digital tracking system attached to the game-engine in order to assess the usability, the learnability and the acceptability of the system. Analysis shows that using extrinsic fantasy makes exercising fun and it engages people of all ages regardless of their interest in video games or sports.
权威人士建议适度的体育活动可以改善健康和生活质量。“Play 'n Ride”是一款基于自行车的运动游戏,旨在促进和控制身体活动。本文介绍了使用外部幻想和普通的真实自行车来解决广泛受众的有用性。它描绘了一个互动世界,在这个世界中,玩家踩着装有传感器的自行车来控制一个虚构角色的飞行高度。在“2019年环法自行车赛”阶段,178名从年轻人到退休人员的粉丝公园游客对游戏进行了测试。为了评估系统的可用性、易学性和可接受性,数据收集自一份由SUS问卷项目组成的在线问卷和一个附加在游戏引擎上的数字跟踪系统。分析表明,使用外在幻想使锻炼变得有趣,它吸引了所有年龄段的人,无论他们对电子游戏或运动有什么兴趣。
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引用次数: 1
Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies 设计和执行游戏化:GaDeP, Gamifire和应用案例研究
Pub Date : 2020-09-25 DOI: 10.17083/IJSG.V7I3.357
R. Klemke, A. Antonaci, B. Limbu
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article first briefly introduces GaDeP, presents the concept of meaningful gamification, and derives how it motivates the need for the Gamifire platform (as a scalable and platform-independent reference infrastructure for MOOC). Secondly, it defines the requirements for platformindependent gamification and describes the development of the Gamifire infrastructure. Thirdly we describe how Gamifire was successfully applied in four different cases. Finally, the applicability of GaDeP beyond MOOC is presented by reporting on a case study where GaDeP has been successfully applied by four student research and development projects. From both, the Gamifire cases and the GaDeP cases we derive the key contribution of this article: insights in the strengths and weaknesses of the Gamifire infrastructure as well as lessons learned about the applicability and limitations of the GaDeP framework. The paper ends detailing our future works and planned development activities.
游戏化旨在解决大规模在线开放课程(MOOC)面临的高辍学率、缺乏参与度、孤立或缺乏个性化等各个领域的问题。尽管游戏化不仅在mooc中得到了广泛应用,但只有少数案例得到了有意义的设计和实证检验。游戏化设计过程(Gamification Design Process,简称GaDeP)旨在弥补这一差距。本文首先简要介绍了GaDeP,提出了有意义的游戏化概念,并推导了它是如何激发Gamifire平台的需求的(作为一个可扩展的、独立于平台的MOOC参考基础设施)。其次,定义了依赖平台的游戏化需求,并描述了Gamifire基础设施的开发。第三,我们描述了Gamifire是如何成功应用于四个不同的案例。最后,通过报告一个案例研究来展示GaDeP在MOOC之外的适用性,该案例研究已成功地应用于四个学生研究和开发项目。从Gamifire案例和GaDeP案例中,我们得出了本文的主要贡献:对Gamifire基础架构的优势和劣势的见解,以及对GaDeP框架的适用性和局限性的经验教训。论文最后详细介绍了我们未来的工作和计划的发展活动。
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引用次数: 4
Designing educational escape rooms: validating the Star Model 设计教育密室:验证星型模型
Pub Date : 2020-09-25 DOI: 10.17083/IJSG.V7I3.367
L. Botturi, Masiar Babazadeh
Escape games have become popular nowadays. Groups of people are locked inside riddles-filled rooms and have to work their way out finding clues and solving puzzles. While being fun for groups or team building, escape games have a great educational potential, which can be capitalized if teachers integrate them in their professional activities. In this paper we introduce the Star Model, a tool for teachers to design and play their own educational escape rooms, which was built on top of previous literature and experiences. We present and discuss its validation through a pre/post survey involving 50 primary secondary school teachers who participated in a course about educational escape rooms. The model validation suggests that the Star Model can be proposed as a valid tool for educational escape rooms design.
逃亡游戏现在很流行。一群人被锁在充满谜题的房间里,他们必须找到线索并解决谜题。虽然对于团队或团队建设来说,逃生游戏很有趣,但它具有巨大的教育潜力,如果教师将其融入到他们的专业活动中,这一点就可以得到充分利用。本文在借鉴前人文献和经验的基础上,提出了一种适合教师设计和玩自己的教育逃生室的工具Star Model。我们通过一项涉及50名参加了教育密室课程的中小学教师的前后调查,提出并讨论了其有效性。模型验证表明,星型模型可以作为教育密室设计的有效工具。
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引用次数: 11
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Int. J. Serious Games
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