Bridging The Gap Between User And Information: A Case Study Of A Serious Game

Keywords

Educational games; feedback; learning; serious games

Abstract

Serious games, or games created for purposes beyond entertainment, facilitate communication between educators and learners. By harnessing the lessons prescribed by research and commercial entertainment games, serious games can teach, provide feedback, and evaluate learning, all within a single system. However, development is complex and rife with pitfalls. This paper describes lessons learned from the design, development, and experimentation of a serious game, Medulla, which can be applied to other serious games to improve the development process. Suggestions address positioning of the learning content within the game world, modality of the content, the relationship between the game and the content, and how to cater to a learner-player audience.

Publication Date

9-1-2015

Publication Title

IEEE International Professional Communication Conference

Volume

2015-September

Document Type

Article; Proceedings Paper

Personal Identifier

scopus

DOI Link

https://doi.org/10.1109/IPCC.2015.7235796

Socpus ID

84957928095 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84957928095

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