scholarly journals IMPROVING THE POPULARITY OF EDUCATIONAL GAMES USING OPTIMAL GAME DEVELOPMENT

Author(s):  
Johann Allers ◽  
Gunther R. Drevin ◽  
Trudie Benade
2021 ◽  
Vol 102 (2) ◽  
pp. 98-104
Author(s):  
A. Tokzhigitova ◽  
◽  
M. Tokzhigitova

The article provides an analysis of gamified software tools, taking into account the need to clarify the concept of “gamification” in the educational process and the features and principles of this concept. All types of software tools with the ability to gamify learning are divided into groups: game platforms, educational quests, training management services, and game development sites. Within each group the most common platforms in the foreign and domestic educational environment are considered. In the modern educational environment there is an increased interest in the use of digital games to improve the quality of learning, which determines the relevance of the proposed research on the analysis of software tools with the possibility of gamifying the educational process within the requirements of the state, society and education. The use of digital tools during the coronovirus pandemic has become a daily necessity in the lives of students. Gamified software tools facilitate the achievement of educational goals, thanks to the clarity of gamification reflect the capabilities, type of thinking, logical abilities of an individual student. The article analyzes several game platforms and educational quests, on the basis of which the method of gamification of the learning process will be further improved. The research methodology requires the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of digital educational games of foreign and domestic authors recognized by the scientific community.


Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


Author(s):  
Leonard A. Annetta ◽  
Shawn Holmes ◽  
Meng-Tzu Cheng

As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the supporting documentation and training lacked in several areas. This information led to the creation of a commercial game development software set for release in 2010.


Author(s):  
Zahide Yildirim ◽  
Eylem Kilic

This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.


Author(s):  
Yufeng Qian

Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, holds great potential for the new millennium of learners. To reflect the preferences and meet the needs of this generation of learners, many various online games for educational purposes are made available?the sheer number of existing educational games is overwhelming. The purpose of this chapter is to investigate the current state of educational games on the Internet, targeting K-12 learners in the United States. Major game providers and salient design features are identified, and future directions of game development for educational purposes are discussed.


2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


Author(s):  
Josivan Pereira da Silva ◽  
Ismar Frango Silveira

One of the main barriers for educational games to properly fulfill the specific pedagogical, cultural and technical requirements that are often unique to each situation is the difficulty of reusing and adapting them to different educational contexts. In this sense, open educational games could facilitate reuse and adaptation, once they follow the openness principles. This paper provides a systematic review of open educational games designed specifically for teaching computer programming and computational logic. It has been identified that most authors find the issue of reusing and adapting educational games following the openness philosophy as very important, but even them fail to use open tools in game development. We conclude that most articles recommend using component-based development, reuse and adaptation, but reuse still does not happen in a practical sense. Also, the amount of studies on educational games for teaching programming is low in the scientific literature, and most open educational games available on the Internet are not documented nor have some associated published paper. Thus, reuse and adaptation may even occur, but without scientific documentation and publication.


2011 ◽  
pp. 1666-1681
Author(s):  
Yufeng Qian

Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, holds great potential for the new millennium of learners. To reflect the preferences and meet the needs of this generation of learners, many various online games for educational purposes are made available?the sheer number of existing educational games is overwhelming. The purpose of this chapter is to investigate the current state of educational games on the Internet, targeting K-12 learners in the United States. Major game providers and salient design features are identified, and future directions of game development for educational purposes are discussed.


Author(s):  
Imam Fauzy Muldani Rachmat ◽  
Gazali Gazali

Membuang sampah sembarangan akan berdampak negatif bagi lingkungan seperti pencemaran lingkungan, mengakibatkan banjir serta dampak bagi kesehatan, oleh karena itu kesadaran membuang sampah beserta memilah pada tempatnya merupakan sikap yang perlu ditanamkan pada setiap masing individu. Berdasarkan survey siswa/siswi tunarungu SLBN Banjar dapat disimpulkan masih belum paham tentang pengelolaan sampah dan kurang peduli dalam membuang sampah pada tempatnya. Penyelesaian terhadap permasalahan tersebut yaitu dengan menerapkan pembelajaran pengelolaan sampah melalui pengembangan game edukasi bahasa isyarat menggunakan pendekatan siklus pengembangan game. Hasil dari pengembangan ini adalah game dengan fitur level menggunakan bahasa isyarat  yaitu Level1 mengenal jenis sampah, Level2 Memilah sampah, dan Level3 recycle sampah, sedangkan fitur tambahannya Splashscreen, menu utama, pengenalan sampah, belajar SIBI, Info games. Hasil pengujian Blackbox  mendapatkan hasil valid dan pengujian usability Nielsen berdasarkan aspek Learnability 80%(Baik), Efficiency 73%(Baik), Memorability 73.33%(Baik), Error 79%(Baik), Satisfaction 82.67%(Sangat Baik) sehingga rata-rata nilai pengujian usability Nielsen sebesar 77% dikategorikan baik.   Abstract  Careless disposal of garbage has negative effects on the environment., such as environmental pollution, resulting in flooding and impacts on health. Therefore, the awareness of disposing of waste and sorting it in its place is an attitude that must be applied to every individual. The problem is that the deaf students of SLBN Banjar can be concluded that they still do not understand waste management and are less concerned about disposing of waste in its place. The solution to this problem is to apply waste management learning through sign language educational games using a game development cycle approach. The result of this development is a game with level features using sign language, namely Level1 recognizes the type of waste, Level2 sorts waste, and Level3 recycles waste, while the additional features are Splashscreen, main menu, the introduction of waste, learning SIBI, Info games. The results of the Blackbox test get valid results and Nielsen's usability test based on aspects of Learnability 80% (Good), Efficiency 73% (Good), Memorability 73.33% (Good), Error 79% (Good), Satisfaction 82.67% (Very Good) so that the average Nielsen's average usability test score of 77% is categorized as good.


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