Participatory Design Method to Unfold Educational Game Design Issues: A Systematic Review of Trends and Outcome

Author(s):  
Rozana Ismail ◽  
Roslina Ibrahim ◽  
Suraya Yaacob
Author(s):  
Cate Dowd

Future semantic learning systems for journalism should aim to integrate the values of the domain by using an ontological approach and a participatory design method like the Semantic CAT Method (Dowd). This method draws on game design and contextual approaches, as well as language structures. A focus on language and game design methods can work for semantic ends as well as modelling game-play. Ambiguity in design is also informative, but an ontology approach sorts language ambiguities, such as the same word with different connotations for journalism, social media, and public relations. It also helps to reveal domain characteristics that put journalism in a new light. The Trigger documents in the CAT Method include a focus on potential data and are scaffolded in participatory workshops. They include tasks for drawing and labelling typical scenarios in journalism, as well as UML diagrams for logic in processes, producing good results for an ontological base for journalism.


2018 ◽  
Vol 5 (3) ◽  
pp. 341 ◽  
Author(s):  
Sri Lestari Rahayu ◽  
Fujiati Fujiati

<p class="Abstrak">Pentingnya belajar bahasa inggris pada usia dini dikarenakan bahasa inggris merupakan bahasa internasional. Metode belajar pada anak usia dini adalah belajar sambil bermain, anak-anak juga akan lebih mudah untuk menerima informasi dalam bentuk multimedia. Media pembelajaran yang interaktif akan membantu anak dalam menguasai pelajaran bahasa inggris sejak dini. Pada penelitian ini penulis membuat Game edukasi sebagai media pembelajaran yang interaktif. Dalam pembuatan game edukasi yang interaktif dibutuhkan perancangan Game Desain Document. Pada saat anak belajar dengan metode konvensional maka anak akan susah memahami dan cepat bosan karena anak belajar dari buku dan mendengarkan guru menjelaskan tetapi dengan adanya game edukasi sebagai media pembelajaran yang interaktif maka diharapkan akan memudahkan anak dalam mempelajari, memahami dan menguasai bahasa asing khususnya bahasa inggris. Aplikasi game yang dibangun menggunakan metode Game Design Document (GDD) dan metode perancangannya menggunakan metode waterfall.  Adapun hasil dari penelitian ini berupa aplikasi media pembelajaran dan mendapatkan nilai presentase 80% dari kuesioner yang diisi oleh pengguna.</p><p class="Abstrak"> </p><p class="Abstrak">Abstract</p><p class="Abstrak">The importance of learning English at an early age because English is an international language. The method of learning in early childhood is learning while playing, children will also be easier to receive information in multimedia form. Interactive learning media will help children to master English language lessons early. In this study the author makes educational games as interactive learning media. In making interactive educational games, it is necessary to design a Document Design Game. When the child learns by conventional methods, the child will be difficult to understand and get bored quickly because the child learns from the book and listens to the teacher explaining but with the educational game as an interactive learning media it is expected to facilitate the child in learning, understanding and mastering foreign languages, especially English . Game applications are built using the Game Design Document (GDD) method and the design method uses the waterfall method. The results of this study are in the form of learning media applications and get a percentage value of 80% from the questionnaire filled in by the user.</p>


Author(s):  
Tri Ferga Prasetyo ◽  
Ade Bastian ◽  
Lidya Tresna Wahyuni

Game is an application that infers human behavior into software, and players who play the game feel they are entering the game world. Games can be used as a medium for information and education. The current rise of Covid-19 requires every individual to implement health protocols in their daily life. This term is called new normal. New normal is a change in behavior to continue carrying out normal activities but with the addition of implementing health protocols to prevent Covid-19 transmission. Unfortunately, in everyday life, the application of the new normal is less effective so that in one area, new cases have emerged and the PSBB must be re-applied. The new normal themed educational game can be a fun information medium for the community, with the New Normal After Pandemic educational game, it is hoped that it can educate the public in implementing health protocol rules. This game was created using Construct 2 software because it is based on HTML 5 which is specifically for 2D platforms. 2D designs are created using Corel Draw X7, Easy Paint Tools SAI and Adobe Photoshop. The final result of this study is a game application that applies the FSM (Finite State Machine) control system design method in each level rule and uses the Agile Scrum system development method with a process of 2x sprint iterations


Author(s):  
Kurniawan Ganda Saputra ◽  
Asmoro Nurhadi Panindias

This design aims to make games not only for entertainment but also as a means of education, especially for the younger generation. Therefore, this design focuses on game design by incorporating historical elements such as Javanese script. Javanese script lessons have been taught to us since we were in elementary school, but unfortunately it is almost forgotten. In this modern era, information technology is not only used in the educational aspect, but also as entertainment in cyberspace. Many people like games which have several positive benefits and impacts, such as memory skills, practicing problem-solving skills, relieving stress, and increasing happiness. As in the process of designing the game "Return of the Aji Saka" is an approach tool for learning about culture, especially Javanese script. The inclusion of Javanese script into the design of this game can cause players to absorb cultural elements in it. In designing this game an initiative was taken to make all the characters in it like in the folklore "Legend of Javanese Script" so that it can make this game easier to understand as an educational game. This design method uses a sequential approach, in which a progress is seen as water flowing through the phases of planning, gathering the necessary requirements, identifying, conceptualizing, and designing. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as lower line media (Below the line). The game design is expected to increase the younger generation's sense of concern for cultural preservation, especially Javanese script. In addition, it is hoped that it can become an alternative for teenagers to learn Javanese Script culture in the digital era like today. 


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
Vol 13 (4) ◽  
pp. 2247 ◽  
Author(s):  
Ana Manzano-León ◽  
Pablo Camacho-Lazarraga ◽  
Miguel A. Guerrero ◽  
Laura Guerrero-Puerta ◽  
José M. Aguilar-Parra ◽  
...  

Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.


2020 ◽  
Vol 12 (1) ◽  
pp. 58-73
Author(s):  
Sofia Thunberg ◽  
Tom Ziemke

AbstractInteraction between humans and robots will benefit if people have at least a rough mental model of what a robot knows about the world and what it plans to do. But how do we design human-robot interactions to facilitate this? Previous research has shown that one can change people’s mental models of robots by manipulating the robots’ physical appearance. However, this has mostly not been done in a user-centred way, i.e. without a focus on what users need and want. Starting from theories of how humans form and adapt mental models of others, we investigated how the participatory design method, PICTIVE, can be used to generate design ideas about how a humanoid robot could communicate. Five participants went through three phases based on eight scenarios from the state-of-the-art tasks in the RoboCup@Home social robotics competition. The results indicate that participatory design can be a suitable method to generate design concepts for robots’ communication in human-robot interaction.


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