TY - GEN
T1 - Serious game design
T2 - 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013
AU - Franzwa, Christopher
AU - Tang, Ying
AU - Johnson, Aaron
PY - 2013
Y1 - 2013
N2 - Stagnating growth in our educational systems has piqued interests in alternative teaching methods such as the inclusion of "serious games" into curricula. In response to those needs, a series of educational games have been developed in accordance with pre-engineering programs such as Project Lead the Way (PLTW). The focus of development is in creating an engaging, educational environment by balancing fun and learning whilst meeting the standards of commercial-level games. In this paper, we present methods, and the implementation of those methods, for serious game design that accommodates the integration of game mechanics with learning. The focuses on narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system without compromising the entertainment or education aspects of a game are presented. Student-based evaluations of the game realism and the utility and usability of the learning tools in promoting students' interests and learning are also presented based on game deployment in both in- and out-of- school settings
AB - Stagnating growth in our educational systems has piqued interests in alternative teaching methods such as the inclusion of "serious games" into curricula. In response to those needs, a series of educational games have been developed in accordance with pre-engineering programs such as Project Lead the Way (PLTW). The focus of development is in creating an engaging, educational environment by balancing fun and learning whilst meeting the standards of commercial-level games. In this paper, we present methods, and the implementation of those methods, for serious game design that accommodates the integration of game mechanics with learning. The focuses on narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system without compromising the entertainment or education aspects of a game are presented. Student-based evaluations of the game realism and the utility and usability of the learning tools in promoting students' interests and learning are also presented based on game deployment in both in- and out-of- school settings
UR - http://www.scopus.com/inward/record.url?scp=84889035724&partnerID=8YFLogxK
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U2 - 10.1109/VS-GAMES.2013.6624239
DO - 10.1109/VS-GAMES.2013.6624239
M3 - Conference contribution
AN - SCOPUS:84889035724
SN - 9781479909650
T3 - 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013
BT - 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013
Y2 - 11 September 2013 through 13 September 2013
ER -