Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study
DOI:
https://doi.org/10.26594/register.v6i1.1726Keywords:
ATMSG model, Context-agnostic, Educational games, Platformer gamesAbstract
Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the approach. This case study was intended to fill the research gap by examining the application of a context-agnostic educational platformer game in a higher education scenario. The game was used to present educational contents of binary number system and ASCII codes, where both are taught in Informatics Engineering Department. The game was context-agnostic because it was able to flexibly assign educational content elements to various objects in its gameplay. Activity Theory-based Model of Serious Games (ATMSG) was used to guide the design of our educational game. The experiment was conducted with the participation of 60 first-year students of Informatics Engineering Department. The results show that the game can facilitate a more fun and engaging class session for the two educational topics without requiring any changes to the game content. The implication of the results and the implementation complexity of the context-agnostic approach are also discussed.References
P. Sweetser and P. Wyeth, "GameFlow: a model for evaluating player enjoyment in games," ACM Computers in Entertainment, vol. 3, no. 3, 2005.
J. L. Plass, B. D. Homer and C. K. Kinzer, "Foundations of Game-Based Learning," Educational Psychologist, vol. 50, no. 4, pp. 258-283, 2015.
R. E. Mayer, "Computer Games in Education," Annual Review of Psychology, vol. 70, p. 531–549, 2019.
V. Manera, P.-D. Petit, A. Derreumaux, I. Orvieto, M. Romagnoli, G. Lyttle, R. David and P. H. Robert, "‘Kitchen and cooking,’ a serious game for mild cognitive impairment and Alzheimer’s disease: a pilot study," Frontiers in Aging Neuroscience, vol. 7, p. 24, 2015.
T. M. Fleming, L. Bavin, K. Stasiak, E. Hermansson-Webb, S. N. Merry, C. Cheek, M. Lucassen, H. M. Lau, B. Pollmuller and S. Hetrick, "Serious Games and Gamification for Mental Health: Current Status and Promising Directions," Frontiers in Psychiatry, vol. 7, p. 215, 2017.
C. F. Hofacker, K. d. Ruyter, N. H.Lurie, P. Manchanda and J. Donaldson, "Gamification and Mobile Marketing Effectiveness," Journal of Interactive Marketing, vol. 34, no. May, pp. 25-36, 2016.
F. Xu, F. Tian, D. Buhalis, J. Weber and H. Zhang, "Tourists as Mobile Gamers: Gamification for Tourism Marketing," Journal of Travel & Tourism Marketing, vol. 33, no. 8, pp. 1124-1142, 2016.
P. Sweetser, D. Johnson, P. Wyeth, A. Anwar, Y. Meng and A. Ozdowska, "GameFlow in Different Game Genres and Platforms," Computers in Entertainment, vol. 15, no. 3, 2017.
J. Hamari, D. J. Shernoff, E. Rowe, B. Coller, J. Asbell-Clarke and T. Edwards, "Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning," Computers in Human Behavior, vol. 54, no. January, pp. 170-179, 2016.
Z. Peddycord-Li, V. Cateté, J. Vandenberg, T. Barnes, C. F. Lynch and T. Rutherford, "A Field Study of Teachers Using aCurriculum-integrated Digital Game," in CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK, 2019.
E. A. Boyle, T. Hainey, T. M. Connolly, G. Gray, J. Earp, M. Ott, T. Lim, M. Ninaus, C. Ribeiro and J. Pereira, "An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games," Computers & Education, vol. 94, no. March, pp. 178-192, 2016.
M. Freire, A. Serrano-Laguna, B. Manero, I. Martinez-Ortiz, P. Moreno-Ger and B. Fernandez-Manjon, "Game Learning Analytics: Learning Analytics for Serious Games," in Learning, Design, and Technology, 2016.
M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti and P. Petridis, "Learning cultural heritage by serious games," Journal of Cultural Heritage, vol. 15, no. 3, pp. 318-325, 2014.
S. K. Babu, M. L. McLain, K. Bijlani, R. Jayakrishnan and R. R. Bhavani, "Collaborative Game Based Learning of Post-Disaster Management: Serious Game on Incident Management Frameworks for Post Disaster Management," in IEEE Eighth International Conference on Technology for Education (T4E), Mumbai, India, 2016.
P. Petridis, K. Hadjicosta, V. S. Guang, I. Dunwell, T. Baines, A. Bigdeli, O. F. Bustinza and V. Uren, "State-of-the-art in Business Games," International Journal of Serious Games, vol. 2, no. 1, pp. 55-69, 2015.
J. Carenys and S. Moya, "Digital game-based learning in accounting and business education," Accounting Education, vol. 25, no. 6, pp. 598-651, 2016.
R. B. Wang, S. J. M. DeMaria, A. M. Goldberg and D. M. Katz, "A Systematic Review of Serious Games in Training Health Care Professionals," Simulation in Healthcare, vol. 11, no. 1, pp. 41-51, 2016.
F. Ricciardi and L. T. D. Paolis, "A Comprehensive Review of Serious Games in Health Professions," International Journal of Computer Games Technology, vol. 2014, 2014.
W. v. d. Vegt, W. Westera, E. Nyamsuren, A. Georgiev and I. M. Ortiz, "RAGE Architecture for Reusable Serious Gaming Technology Components," International Journal of Computer Games Technology, vol. 2016, 2016.
S. Stavrev, T. Terzieva and A. Golev, "Concepts for Distributed Input Independent Architecture for Serious Games," in CBU International Conference Proceedings, Prague, Czech Republic, 2018.
M. B. Carvalho, F. Bellotti, J. Hu, J. B. Hauge, R. Berta, A. D. Gloria and M. Rauterberg, "Towards a Service-Oriented Architecture Framework for Educational Serious Games," in 15th International Conference on Advanced Learning Technologies, Hualien, Taiwan, 2015.
H. ArRosyid, MattPalmerlee and KeChen, "Deploying learning materials to game content for serious education game development: A case study," Entertainment Computing, vol. 26, no. May, pp. 1-9, 2018.
O. Ku, S. Y. Chen, D. H. Wu, A. C. C. Lao and T.-W. Chan, "The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability," Educational Technology & Society, vol. 17, no. 3, p. 65–78, 2014.
T. Baron, C. Heath and A. Amresh, "Towards a Context Agnostic Platform for Design and Assessment of Educational Games," in In European Conference on Games Based Learning, Paisley, Scotland, 2016.
S. Arnab, T. Lim, M. B. Carvalho, F. Bellotti, S. d. Freitas, S. Louchart, N. Suttie, R. Berta and A. D. Gloria, "Mapping learning and game mechanics for serious games analysis," British Journal of Educational Technology, vol. 46, no. 2, pp. 391-411, 2014.
M. B. Carvalho, F. Bellotti, R. Berta, A. D. Gloria, C. I. Sedano, J. B. Hauge, J. Hu and M. Rauterberg, "An activity theory-based model for serious games analysis and conceptual design," Computers & Education, vol. 87, no. September, pp. 166-181, 2015.
J. R. Fanfarelli and S. Vie, "Medulla: A 2D sidescrolling platformer game that teaches basic brain structure and function," Faculty Scholarship and Creative Works, vol. 4, no. 2, p. 109, 2015.
A. Fuchslocher, J. Niesenhaus and N. Krämer, "Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus," Entertainment Computing, vol. 2, no. 2, pp. 97-101, 2011.
M. Hendrix, T. Bellamy-Wood, S. McKay, V. Bloom and I. Dunwell, "Implementing Adaptive Game Difficulty Balancing in Serious Games," IEEE Transactions on Games, vol. 11, no. 4, pp. 320-327, 2019.
C. El-Habr, X. Garcia, P. Paliyawan and R. Thawonmas, "Runner: A 2D platform game for physical health promotion," SoftwareX, vol. 10, no. July–December, p. 100329, 2019.
G. Smith, J. Whitehead, M. Mateas, M. Treanor, J. March and M. Cha, "Launchpad: A Rhythm-Based Level Generator for 2-D Platformers," IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, no. 1, pp. 1-16, 2011.
A. Khalifa, F. d. M. Silva and J. Togelius, "Level Design Patterns in 2D Games," in IEEE Conference on Games (CoG), London, United Kingdom, 2019.
A. All, E. P. N. Castellar and J. V. Looy, "Assessing the effectiveness of digital game-based learning: Best practices," Computers & Education, vol. 92–93, no. January–February, pp. 90-103, 2016.
C. Shu-Hui, W. Wann-Yih and J. Dennison, "Validation of EGameFlow: A Self-Report Scale for Measuring User Experience in Video Game Play," Computers in Entertainment, vol. 16, no. 3, 2018.
J. Togelius and N. Shaker, "The search-based approach," in Computational Synthesis and Creative Systems, Cham, Springer, pp. 17-30.
R. Hunicke, M. LeBlanc and R. Zubek, "MDA: A Formal Approach to Game Design and Game Research," in In Proceedings of the AAAI Workshop on Challenges in Game AI, 2004.
Downloads
Published
How to Cite
Issue
Section
License
Please find the rights and licenses in Register: Jurnal Ilmiah Teknologi Sistem Informasi. By submitting the article/manuscript of the article, the author(s) agree with this policy. No specific document sign-off is required.
1. License
The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
2. Author(s)' Warranties
The author warrants that the article is original, written by stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3. User/Public Rights
Register's spirit is to disseminate articles published are as free as possible. Under the Creative Commons license, Register permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and Register on distributing works in the journal and other media of publications. Unless otherwise stated, the authors are public entities as soon as their articles got published.
4. Rights of Authors
Authors retain all their rights to the published works, such as (but not limited to) the following rights;
Copyright and other proprietary rights relating to the article, such as patent rights,
The right to use the substance of the article in own future works, including lectures and books,
The right to reproduce the article for own purposes,
The right to self-archive the article (please read out deposit policy),
The right to enter into separate, additional contractual arrangements for the non-exclusive distribution of the article's published version (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal (Register: Jurnal Ilmiah Teknologi Sistem Informasi).
5. Co-Authorship
If the article was jointly prepared by more than one author, any authors submitting the manuscript warrants that he/she has been authorized by all co-authors to be agreed on this copyright and license notice (agreement) on their behalf, and agrees to inform his/her co-authors of the terms of this policy. Register will not be held liable for anything that may arise due to the author(s) internal dispute. Register will only communicate with the corresponding author.
6. Royalties
Being an open accessed journal and disseminating articles for free under the Creative Commons license term mentioned, author(s) aware that Register entitles the author(s) to no royalties or other fees.
7. Miscellaneous
Register will publish the article (or have it published) in the journal if the article’s editorial process is successfully completed. Register's editors may modify the article to a style of punctuation, spelling, capitalization, referencing and usage that deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible and such access will be free of charge for the readers as mentioned in point 3.