Designing a Generic Educational Game Shell

Author(s):  
Louise Sauvé

This chapter describes the design phase of the creation of a generic educational game shell (GEGS) for the frame game Parcheesi™. The frame game structure was adapted through modifications to the game board, materials, and game scenario, and navigation aids were added to guide players. Learning content was integrated into the game, and pedagogical aspects of the game (i.e., objectives, target learners, school learning material) were specified. Mechanisms were added to create various question types and to provide for feedback, debriefing, and game evaluation. Finally, these modifications and additions were summarized into a design plan for the technical/ media development team. Screen and form layouts were used to communicate the plan in non-technical terms for feedback and to further guide the developers. Finally, the Web pages of the GEGS were designed in the form of a model. The chapter closes with suggestions for avoiding common errors in the design of online educational games.

2012 ◽  
Vol 10 (3) ◽  
pp. 35-52 ◽  
Author(s):  
K. Sathiyamurthy ◽  
T. V. Geetha

The effectiveness of an e-learning system for distance education to a large extent depends on the relevancy and presentation of learning content to the learner. The ability to gather documents on a particular topic from the web and adapt the contents of the document to suit the learner is an important task from the content creation perspective of e-learning. For the developer of e-learning material the provision to automatically extract, organize, and present content material would improve its effectiveness. This paper proposes to extract information from documents using language processing techniques and organizing the content into appropriate presentation slides for learning purposes using domain ontology and learning oriented pedagogy ontology.


Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive, and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educational games, modeling the learner/player is a prerequisite. This chapter highlights the importance of educational standards in learning content design and proposes an adaptive mechanism “AMEG” based on IMS learning design and artificial intelligence that model learners using game metrics and adapt the gameplay as well as the learning content. As a practical experimentation of the mechanism, MathQuests, an educational game that helps in teaching mathematical operations for first year middle school students was created.


Author(s):  
Ngakan Putu Darma Yasa ◽  
Ni Kadek Nita Noviani Pande

This research aims to produce learning media in the form of educational games. This educational game can be filled with learning content needed by children so as to provide new learning alternatives. The stages in this research start from collecting data by observation method, interview, documentation and literature. Game design through several stages, namely pre-production, production and post-production. Educational games designed to contain animal recognition materials based on how to breed. Animals featured in the game are animals that are often found everyday such as chickens, rabbits and elephants. Desktop-based educational games mean they can only be played on a computer. 


2022 ◽  
pp. 289-320
Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive, and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educational games, modeling the learner/player is a prerequisite. This chapter highlights the importance of educational standards in learning content design and proposes an adaptive mechanism “AMEG” based on IMS learning design and artificial intelligence that model learners using game metrics and adapt the gameplay as well as the learning content. As a practical experimentation of the mechanism, MathQuests, an educational game that helps in teaching mathematical operations for first year middle school students was created.


2018 ◽  
Vol 8 (2) ◽  
pp. 27
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


2018 ◽  
Vol 8 (2) ◽  
pp. 141
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


Author(s):  
Mete Akcaoglu

This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games, unlike commercial games, there is an added focus on creating learning content, shifting the balance between learning and fun to a degree where essential game elements might be excluded from these games. In some cases, classroom settings, however, are filled with elements that can emulate the role of a missing element. As it was seen in this case, even when some important game elements (i.e., narratives) were missing from a game, the presence of some important classroom elements (i.e., teachers) helped replace them.


Author(s):  
Agus Gede Adi Prayoga ◽  
I Putu Agung Bayupati ◽  
A.A.K. Agung Cahyawan Wiranatha

Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.


2019 ◽  
Vol 1 (1) ◽  
pp. 8-13
Author(s):  
Boby Nurmagandi

Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.


2013 ◽  
Vol 7 (2) ◽  
pp. 574-579 ◽  
Author(s):  
Dr Sunitha Abburu ◽  
G. Suresh Babu

Day by day the volume of information availability in the web is growing significantly. There are several data structures for information available in the web such as structured, semi-structured and unstructured. Majority of information in the web is presented in web pages. The information presented in web pages is semi-structured.  But the information required for a context are scattered in different web documents. It is difficult to analyze the large volumes of semi-structured information presented in the web pages and to make decisions based on the analysis. The current research work proposed a frame work for a system that extracts information from various sources and prepares reports based on the knowledge built from the analysis. This simplifies  data extraction, data consolidation, data analysis and decision making based on the information presented in the web pages.The proposed frame work integrates web crawling, information extraction and data mining technologies for better information analysis that helps in effective decision making.   It enables people and organizations to extract information from various sourses of web and to make an effective analysis on the extracted data for effective decision making.  The proposed frame work is applicable for any application domain. Manufacturing,sales,tourisum,e-learning are various application to menction few.The frame work is implemetnted and tested for the effectiveness of the proposed system and the results are promising.


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