TY - GEN
T1 - Towards modding and reengineering digital games for education
AU - Stanescu, Ioana Andreea
AU - Hauge, Jannicke Baalsrud
AU - Stefan, Antoniu
AU - Lim, Theodore
PY - 2016
Y1 - 2016
N2 - Research has highlighted the positive qualities of Digital Games for Education (DGE), such as their persuasiveness and motivational appeal, which can support immersive, situated and learner-centered learning experiences. Designing, Developing and Developing (DDD) games for education remain a challenge, especially in terms of costs and of the advanced, multi-disciplinary expertise required to DDD a game. This paper highlights the challenges associated with the implementation of pedagogical requisites and analyzes opportunities for enabling modular, scalable and more elastic DDD processes. To support the approach, the authors present the Reusability Serious Games Reusability Point of Reference (SGREF), a tool that aims to facilitate game modding and reengineering by capturing and structuring information on DDD processes. Two case studies are presented to reflect the particularities teachers are confronted with when attempting to alter or extend a DEG and how SGREF is used to collect information to support DEG modding and reengineering.
AB - Research has highlighted the positive qualities of Digital Games for Education (DGE), such as their persuasiveness and motivational appeal, which can support immersive, situated and learner-centered learning experiences. Designing, Developing and Developing (DDD) games for education remain a challenge, especially in terms of costs and of the advanced, multi-disciplinary expertise required to DDD a game. This paper highlights the challenges associated with the implementation of pedagogical requisites and analyzes opportunities for enabling modular, scalable and more elastic DDD processes. To support the approach, the authors present the Reusability Serious Games Reusability Point of Reference (SGREF), a tool that aims to facilitate game modding and reengineering by capturing and structuring information on DDD processes. Two case studies are presented to reflect the particularities teachers are confronted with when attempting to alter or extend a DEG and how SGREF is used to collect information to support DEG modding and reengineering.
KW - Bamzooki
KW - Game based learning
KW - LM-GM
KW - Seconds
KW - SGREF
UR - http://www.scopus.com/inward/record.url?scp=84977090965&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-40216-1_59
DO - 10.1007/978-3-319-40216-1_59
M3 - Conference contribution
AN - SCOPUS:84977090965
SN - 9783319402154
T3 - Lecture Notes in Computer Science
SP - 550
EP - 559
BT - Games and Learning Alliance
A2 - De Gloria, Alessandro
A2 - Veltkamp, Remco
PB - Springer
T2 - 4th International Conference on Games and Learning Alliance 2015
Y2 - 9 December 2015 through 11 December 2015
ER -