LINKING GAMIFICATION, LUDOLOGY AND PEDAGOGY: PRINCIPLES TO DESIGN A SERIOUS GAME

Joshua Esterhuizen, G. Drevin, Dirk P. Snyman, L. Drevin
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Abstract

Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The implementation of serious games within teaching may help keep certain students engaged with the content being presented and create further interest in the topic. However, before reaching this stage the means to transform these knowledge domains into serious games must be studied. This is done by focusing on three fields: gamification, ludology, and pedagogy. Through the use of a literature analysis, both a literature review and a focus on previous implementations, several key principles for the design of a serious game were identified, namely reflection, feedback, a story-based environment, and thorough structuring of content. These principles stem from the design choices of the previous implementations and pedagogical theories - Merrill’s First Principles and the ARCS model. The aim of the study is to investigate the possibility of using digital games as a means to encourage learning in teaching environments.
连接游戏化、游戏学和教育学:设计严肃游戏的原则
教育正在转向一种更加注重技术的交付模式,或者至少将技术使用与标准方法相结合。这种情况的潜在影响可能是在课堂上引入和使用游戏。该研究着眼于将不同领域的知识融入数字游戏(即严肃游戏)的可能性。在教学中实施严肃游戏可能有助于保持某些学生对所呈现的内容的投入,并对主题产生进一步的兴趣。然而,在达到这一阶段之前,必须研究将这些知识领域转化为严肃游戏的方法。这是通过关注三个领域来实现的:游戏化、游戏学和教育学。通过使用文献分析,包括文献回顾和对之前执行方法的关注,我们确定了严肃游戏设计的几个关键原则,即反思、反馈、基于故事的环境和全面的内容结构。这些原则源于之前实现的设计选择和教学理论——Merrill的第一原则和ARCS模型。这项研究的目的是调查在教学环境中使用数字游戏作为鼓励学习的手段的可能性。
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