Applying Activity Theory in Comparatively Evaluating Serious Games

T. Ng, K. Debattista, A. Chalmers
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Abstract

Despite the interest in serious games research through the years, there remains methodological issues which threaten the strength of its evidence base. Much has been published on the topic and its possible learning effects, but little is written to explicitly describe and compare the various interactions and representations used in relation to learning effects. Reviews of the topic frequently voice concerns that the wide variability in approaches to serious games prevents researchers from making firm conclusions about the general benefits of serious games/game-based learning. A number of frameworks have been published to evaluate the educational benefits of serious games as well as to guide its design. However, they do not adequately address which game mechanics and representations will be suitable to the learning objectives and players. Activity Theory has been used in a variety of ways in games research but to our best knowledge, it does not appear to have been applied to compare and contrast the activities of game play and its representations, on learning. Here, we describe how an adaptation of Activity Theory could help to clarify which game components are most useful and why.
运用活动理论对严肃游戏进行比较评价
尽管多年来人们对严肃游戏研究很感兴趣,但仍然存在方法论问题,威胁着其证据基础的强度。关于这个主题及其可能的学习效果已经发表了很多,但很少有人明确描述和比较与学习效果相关的各种交互和表示。关于这一主题的评论经常提到,研究严肃游戏的方法存在很大的可变性,这阻碍了研究人员对严肃游戏/基于游戏的学习的普遍益处做出明确的结论。许多评估严肃游戏的教育效益的框架已经发布,并指导其设计。然而,它们并没有充分说明哪些游戏机制和表现方式适合学习目标和玩家。活动理论在游戏研究中以各种方式被使用,但据我们所知,它似乎还没有被用于比较和对比游戏玩法的活动及其表征,以及学习。在此,我们将描述活动理论如何帮助我们明确哪些游戏组件是最有用的以及为什么有用。
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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