Abstract
Designing Serious Games (SGs) is a complex process, fraught with the likelihood that their pedagogical constructs are force fitted. As a consequence, the game mechanics can create unwanted tangential outcomes. Challenges also emerge from the time constraints to deliver a purposeful product that meets desired learning outcomes tailored for specific audiences, while maintain low budgets. This paper presents and reports on the notion of analysing serious game mechanics (SGM) for a twofold design purpose of meeting learning outcomes and reuse opportunities. Two SGs - PR:EPARe and Seconds - are described and the learning mechanics-game mechanics (LM-GM) mappings are provided for the two games grounding the definition of key SGM reuse principles that potentate learning-driven games at low cost.
Original language | English |
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Title of host publication | Proceedings of the 11th International Conference eLearning and Software for Education |
Subtitle of host publication | Rethinking education by leveraging the eLearning pillar of the Digital Agenda for Europe |
Editors | Ion Roceanu |
Place of Publication | Romania |
Publisher | Carol I NDU Publishing House |
Pages | 19-27 |
Number of pages | 9 |
Volume | 2 |
DOIs | |
Publication status | Published - 2015 |
Event | 11th eLearning and Software for Education Conference - Romania, Bucharest, Romania Duration: 25 Apr 2015 → 26 Apr 2015 |
Conference
Conference | 11th eLearning and Software for Education Conference |
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Abbreviated title | eLSE 2015 |
Country/Territory | Romania |
City | Bucharest |
Period | 25/04/15 → 26/04/15 |
Keywords
- Serious Games
- Game mechanics
- LM-GM mapping
- SG design patterns