Abstract: "This paper propose an educational computer game design model for Malaysian Science
and Technology classroom. The model consist of three aspects of game design which are divided into
two core component: Learn and Play. The two core components represent the elements of
learning and playing in the educational computer game. Balance integration of both
components is essential in developing a good educational computer game. The first aspect of
game design is the game elements. Game elements referred to elements that form the base of the
educational computer game which are the National Curriculum and also computer as the game design
platform. The second aspect of game design is the game environments which comprises of
teacher and students. Integration of both instructional (teacher's role) and playing (student's role)
elements in the game will form the base of the game environments. The third aspect is the factors that
need to be considered by the game designer and education expert in designing effective educational
computer game. The model aim to guide educational computer game designer and educational expert
in developing educational computer game for Malaysian classroom."
"Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
"This thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism."
From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive.
Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed.
Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies.
Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
Abstract: "Despite the continuous and abundant growth of the game market the uptake of games in education has been
hampered by the general impression that games require complex technologies and that games are difficult to
organise and to embed in education curriculums. This paper explores to what extent a simple serious game
scenario that can be easily adopted and adapted by individual teachers and that only uses a common, relatively
simple technology can leverage the adoption of serious games. It discusses the design of such a game, Argument,
based on a Wiki and its use in a 6 weeks trial by students of a Master of Learning Sciences Programme. The
results indicate that, even though a Wiki has clear limitations, it is a useful instrument to build game alike
educational activities, to gain experience with and as a first step to use (more) complex serious games."
Information on the Foundations of Digital Games conference to be held in Raleigh, NC, May 29 - June 1, 2012. "a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay, and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play"
Abstract: "Design techniques can have an important effect on how video games teach and players learn. The ability to harness these techniques in the design of educational video game can impact the motivation and engagement of playing and learning by creating more options for players to connect with game content as well as to other players. This article focuses on the design phase of the game development process and highlights the role of some techniques that can be used to design a successful educational video game (guidelines and design patterns). These techniques provide information on good practice and form a basis for evaluating the educational video game quality, acting as useful tools for developers to enhance video game playability. To this end, we have presented a set of guidelines and design patterns in order to provide an acceptable level of playability and, in this way, a better player experiences and learning achievement."
"This article concerns the design of self-contained digital games for the life-long learning context. Although the potential of games for teaching and learning is undisputed, two main barriers hamper its wide introduction. First, the design of such games tends to be complex, laborious and costly. Second, the requirements for a sensible game do not necessarily coincide with the requirements for effective learning. To solve this problem, we propose a methodology to the design of learning games by using game design patterns and matching these with corresponding learning functions, which is expected to reduce design effort and help determining the right balance between game elements and learning. First empirical results indicate that such a methodology actually can work."
"Driven by an initiative of the Adult & Paediatric Diabetes Psychology Service of New Zealand, research has been performed to develop new mechanisms, in the form of computer games, to educate children and teenagers about living with diabetes. Aimed at achieving maximum education effectiveness, the ultimate goal of our research is to develop innovative machine learning algorithms that can be used in games to improve their ability to learn about the changing needs of children and to incorporate this intelligence into the game interface. We also plan to collect and report on the information collected from testing our computer games within a small group of children who have been diagnosed with type I diabetics. "
2012 Challenge announced, entries open in Nov. 2011,
The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games.
The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games.
The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas.
The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas.
Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development.
Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates
the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices
during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven
validation process in which the game was created, tested, revised based on student performance and feedback, and retested
until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected
through extensive logging of student actions provided information that could be used to improve the assessment. We found that
detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient
vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance
correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant
correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same
students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and
engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies
should prove useful in the design and improvement of computer games in education."
"We propose a course design that ts a practical game development
project into a regular game design lecture course.
As this approach requires a consistent structure, our concept
proposes an adaption of Scrum that is based on the game
development life-cycle: ABC-Sprints consist of three Sprints
to iteratively create Alpha, Beta and Completed versions of
a game. We present a detailed walkthrough of the course
and give results of a formal evaluation. These indicate that
ABC-Sprints help students to manage their workload and to
increase productivity over time. Consequently, three teams
each presented a game at the end of the course that technically
exceeded typical outcomes of game projects without
lectures. We hence encourage to apply ABC-Sprints to other
curricula and provide a set of recommendations."
From the introduction: "In this paper, we focus on theorizing the design of digital games to support the learning of
core scientific concepts and representational practices. Theoretically, we consider two frameworks: Knowledge in Pieces (or KiP) (diSessa 1993; Hammer 1996; Sherin 2001; Clark et al. 2009) and Science as Practice (or SaP) (Pickering 1995; Lehrer and Schauble 2006a; Duschl et al. 2007). While KiP is a theory about the structure of human knowledge, SaP is a theoretical perspective about the development of scientific expertise. Grounded in the history of science, SaP argues that the development of scientific concepts is deeply intertwined with the development of epistemic and representational practices (e.g., modeling). We report how these theoretical frameworks have shaped the design
of our digital games for learning
Newtonian dynamics across an extended design experiment. We show how shifting from KiP
to SaP as the underlying theoretical anchor has ena
bled a shift from designing games that
focus on conceptual integration (Clark and Martinez-Garza 2012) to games that focus on disciplinary integration. Whereas conceptually integrated games integrate the targeted
conceptual relationships directly into the mechanics of the core game environment, disciplinary integration extends conceptual integration by incorporating disciplinary practices
as well as conceptual relationships into the mechanics of interacting with, manipulating, or
navigating the core game environment. "
"Problem-based learning is a pedagogical approach which started in early 1970s. It is well developed and established until now. Aalborg University in Denmark is one of pioneering world universities in PBL and has accumulated a huge experience in PBL for many different study lines. One of them is Medialogy education, which was established in 2002. This paper presents transfer of experiences from Medialogy education in Denmark to Game development education in Serbia - a new (2 years old) study line successfully developed in the country where game development companies hardly exist, but a need for newly educated programmers is evident."
Forthcoming, excerpted in Google Books. "Digital Games: Literacy in actionis the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people."
abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula.
BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Abstract: "When developing serious games the most complex task is the alignment
of instructional teaching methods and the game itself. To address this issue,
we propose a shared language modeling approach for educational instructors
and game developers. The language is based on so called serious game
bricks, composites and rules. Combining these pedagogical and story elements
allows the domain experts to create serious game patterns. The use of those patterns
supports the development of serious games that are both entertaining and
present specific educational objectives"
Abstract: "The rich interaction space of man
y educational games presents a
challenge for designers and researchers who
strive to help
players
achieve specific learning outcomes. Giving players a large amount
of freedom over how they perform a complex game task makes it
difficult to
anticipate what t
hey will do.
In order to ad
dress this
issue
designers must ask
:
what are students
do
ing in my game?
And
does
it
embody
what I intended them to learn?
To answer
these questions, designers need methods to expose the details of
student play.
We describe our a
pproach for
automatic
extract
ion
of
conceptu
al features
from logs of student play sessions within an
open educational game
utilizing a
two
-
dimensional context
-
free
grammar. We demonstrate how these features can be used
to clu
s-
ter student solutions in the e
ducational game
RumbleBlocks
. U
s-
ing these clusters
,
we explore the range of solutions and measure
how many students
use the designers'
envisioned
solution
.
Equipped with this information, designers and researchers can
focus redesign efforts to areas in the
game where discrepancies
exist between
the
designer
s'
intention
s
and player experience
s."
Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline.
Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."