{"title":"Learning Objects in Instructional Serious Game Design","authors":"Ilenius Ildephonce, E. Mugisa, Claudine A. Allen","doi":"10.1109/ICALT.2018.00035","DOIUrl":null,"url":null,"abstract":"Learning is a crucial component of serious games (SG), and therefore, their design should be grounded in instructional principles. A descriptive research and case study approach were employed to study the structure and elements of SG's gameplay. This study was done to uncover the nature and applicability of learning objects (LOs) during the SG design. It was revealed that indeed LOs are applicable to SG design. LOs relate to the structure of meaningful serious games. In SG learning and gaming are blended through various gameplay elements that correspond to instructional elements. The results are presented as a practical model to guide designers in incorporating LOs during SG design. Employing LOs allows for effective and pedagogically informed SG design decisions. It favours modular design and results in interoperable and reusable SG artefacts. The design and implementation of an educational game called NetCom Quest were used to evaluate the model.","PeriodicalId":361110,"journal":{"name":"2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICALT.2018.00035","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Learning is a crucial component of serious games (SG), and therefore, their design should be grounded in instructional principles. A descriptive research and case study approach were employed to study the structure and elements of SG's gameplay. This study was done to uncover the nature and applicability of learning objects (LOs) during the SG design. It was revealed that indeed LOs are applicable to SG design. LOs relate to the structure of meaningful serious games. In SG learning and gaming are blended through various gameplay elements that correspond to instructional elements. The results are presented as a practical model to guide designers in incorporating LOs during SG design. Employing LOs allows for effective and pedagogically informed SG design decisions. It favours modular design and results in interoperable and reusable SG artefacts. The design and implementation of an educational game called NetCom Quest were used to evaluate the model.