Educational Game Scenario Model Based On Imperative Game Goal Typology

Rickman Roedavan, Y. Siradj, Stella Stefany
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Abstract

Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
基于命令式游戏目标类型学的教育游戏场景模型
教育游戏是应用基于游戏的学习概念而产生的数字产品。形成教育类游戏的主要因素包括将学习主题与具有挑战性的元素和引人入胜的可视化相结合。大多数教育类游戏将挑战元素转化为多项选择测验、问题、答案或解谜。这一结果导致教育游戏的机制结构不如娱乐游戏的机制有趣。本文从娱乐游戏中常见的游戏目标类型学出发,提出了教育游戏的场景开发模型。该模型有望成为开发教育类游戏场景的参考,丰富机制类型,提高教育类游戏的粘性。本研究提出的模型在两款教育类游戏上进行了测试,这两款游戏在用户体验问题(UEQ)量表上分别获得了1.632和1.542的高分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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