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 |
|---|---|
| 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 |
|---|---|
| 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