Educators as Gamemasters

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-29
Author(s):  
Azhan Ahmad ◽  
Effie Lai-Chong Law

Although multiple studies have shown the efficacy of Serious Games (SGs) in improving students' performance and learning experience, the wide use of SGs is yet to be realised. One of the challenges towards the adoption of SGs can be attributed to the complex and costly development process. In this paper, we present ARQS (Authentic Role-playing-game Quest System) tool, an educator-oriented authoring tool we developed for supporting the implementation of a serious role-playing-game (RPG). The authoring tool consists of features that simplify the creation of important RPG components e.g. avatars, virtual world. Furthermore, the authoring process employs block-based programming to configure aspects of RPG such as creating quests. The concept is adopted in order to provide a platform where educators without programming knowledge are able to use. A formative evaluation was conducted with ten educators from secondary and university levels, using a low-fidelity prototype. Outcomes from the evaluation showed promising results, attesting the potential of ARQS as an educational tool for the creation of interactive learning instructions in the form of real-world scenarios embedded within a role-playing-game.

In the article the problem of game creativity of teenagers and the relation to this creativity of the adults working with teenagers as one of the most important socio-cultural and psychology and pedagogical factors of socialization is considered. Methodologies of school of dialogue of cultures and situational role-playing game as focused on the support of the teenage game creativity and questions connected with that role which is played by the adult in the design and the organization of effective communicative space for the creation of amateur role-playing game by teenagers in the conditions of modern social transformations are analyzed.


Author(s):  
Marc Pallot ◽  
Céline Le Marc ◽  
Simon Richir ◽  
Colin Schmidt ◽  
Jean-Pierre Mathieu

A number of existing innovation paradigms and design approaches, such as open innovation (Chesbrough, 2003), user experience (Hassenzahl & Tractinsky, 2006), user-centred design (Von Hippel, 2005), and user-centred open innovation ecosystems (Pallot, 2009a), are all promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential living labs.


Water ◽  
2020 ◽  
Vol 12 (9) ◽  
pp. 2490
Author(s):  
Markéta Poděbradská ◽  
Mary Noel ◽  
Deborah Bathke ◽  
Tonya Haigh ◽  
Michael Hayes

Drought is an abstract and complex phenomenon that can be difficult for many people to comprehend. Proactive planning to improve response during drought events is necessary but complicated because it involves stakeholders and decision-makers with competing interests. A category of games, called serious games, have proven to be helpful when learning about abstract concepts, and for improving communication and conflict resolution with respect to water-related issues. In this study, we present a new in-person role-playing game that serves as a drought educational tool in both classroom and professional settings. The message of the game emphasizes the importance of communication and cooperation between various communities and sectors that can be affected by drought. Furthermore, it also encourages discussions and collaborations between stakeholders involved in drought planning and can serve as an icebreaker activity. The game has been played in a variety of settings including university classes, university extension workshops, and drought workshops. This study describes the game itself, its development, and the results of surveys from game participants that were used to evaluate the usability of the game as an educational and icebreaker activity.


2015 ◽  
Vol 24 (2) ◽  
pp. 600-608 ◽  
Author(s):  
Amanda Nathale Soares ◽  
Maria Flávia Gazzinelli ◽  
Vânia de Souza ◽  
Lucas Henrique Lobato Araújo

This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.


Author(s):  
Thiago Falcão

In this chapter we inquire about the role that the narrative acquires in the production of meaning resulting from the contact between players and environment, in the Massive Multiplayer Online Role-playing Game (MMORPG) World of Warcraft1. We posit that through the process of agency, the authorial narrative, structurally positioned at the conceptual core of the virtual world, may contribute to the diversity of variables involved in the creation of a framing (Goffman, 1974) in which the users will engage in interaction among themselves. According to Dramaturgical Sociology, the resulting meaning from an interaction strongly depends on the context in which it is situated; such notion is precisely the reason why, by observing an environment so intensely imbued by symbols from popular culture, European folklore and medieval fantasy, we may also examine how such signs may assist in the creation of behavioral scripts – and how these are played by the players interacting in the virtual world.


2019 ◽  
Vol 3 (3) ◽  
pp. 55 ◽  
Author(s):  
Varvara Garneli ◽  
Konstantinos Patiniotis ◽  
Konstantinos Chorianopoulos

The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.


Author(s):  
Mykhailo Yuriy

The article gives signs of postmodern. It is stated that the postmodern is an anti-fundamentalist paradigm, which proclaims that there is nothing predetermined, true without a doubt, once and for all that is given. Mosaic, eclectic, kaleidoscopic, fragmentary, combining the incompatible, where everything is a game, are inherent in him as a type of consciousness. The game has a policy associated with the carnival, in politics, as in the carnival, there is a lot of mummery. Not a single politician is free from travesty, role-playing game. Myths, legends, images, ideal political biographies, the creation and support of images, the right political move is a political routine, which is manifested in the actions of Ukrainian politicians, for whom politics is a guarantee for business. Ukrainian politics is not a decision of public, but personal affairs, from which the whole country suffers. And here on the stage of this acting, which is called Ukrainian politics, in the presidential race comes the real showman. If politicians play a show, then why should a showman not play a politician. This is where the illusion of the political life of Ukrainian society manifests itself.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


Sign in / Sign up

Export Citation Format

Share Document