Serious games for higher education: a framework for reducing design complexity.

Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual...

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Publicado en:Journal of Computer Assisted Learning Vol. 24; no. 5; pp. 420 - 433
Autores principales: Westera W, Nadolski RJ, Hummel HGK, Wopereis IGJ
Formato: pictorial tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2008
Acceso en línea:Ver este registro en EBSCOhost
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        10.1111/j.1365-2729.2008.00279.x
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        atl: Serious games for higher education: a framework for reducing design complexity.
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          Westera W
          Nadolski RJ
          Hummel HGK
          Wopereis IGJ
        affil: Head of Educational Implementation, Educational Technology Expertise Centre, Open University of the Netherlands, Valkenburgerweg 177, NL-PO Box 2960, 6401 DL Heerlen, The Netherlands; wim.westera@ou.nl
      sug:
        subj:
          Computer-Assisted Instruction
          Games
          Software Design
          Teaching Methods
          Colleges and Universities
          Computer Simulation
          Educational Measurement
          Feedback
      ab: Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach focuses on a relevant subset of serious games labelled as scenario-based games. At the conceptual level, it identifies the basic elements that make up the static game configuration; it also describes the game dynamics, i.e. the state changes of the various game components in the course of time. At the technical level, it presents a basic system architecture, which comprises various building tools. Various building tools will be explained and illustrated with technical implementations that are part of the Emergo toolkit for scenario-based game development. At the practical level, a set of design principles are presented for controlling and reducing game design complexity. The principles cover the topics of game structure, feedback and game representation, respectively. Practical application of the framework and the associated toolkit is briefly reported and evaluated.
      pubtype: Academic Journal
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        pictorial
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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