Game Development Reference
In-Depth Information
ended up collecting a body of knowledge regard-
ing how business managers and teachers can act
effectively, during a UCD game design process.
It is now clear that as a result of the present
ubiquitous environment and the sheer volume of
their interaction with it, today's students think and
process information in a fundamentally different
way from their predecessors. In this context,
computer games have the potential to act as an
effective learning tool. Some of the reasons that
show its potential were analyzed through this
research, and include the following:
Finally, increasing the students' motivation
for learning is a goal that should be regarded on
a “the-sooner-the-better” manner. An important
research issue in education is also related to in-
creasing the motivation and learning skills of poor
students. Strong students will most likely adopt
novel technologies, but poor students are the ones
who deserve more attention. In this chapter, our
contribution suggests that the use of this game
has a stronger positive impact on poor students.
The rich opportunities for improving educational
digital programs are still far from being fully
exploited. In this context, our research represents
an important first step, since it presents a novel
user interface for reducing the distance between
students and knowledge.
Scale : an online-based educational game
can reach a much higher number of stu-
dents than traditional educational meth-
ods. Its effectiveness also seems promis-
ing and shows positive improvements on
the students learning rates, although more
research is needed in order to correctly as-
sess it.
Availability : traditional educational lec-
tures only occur at a pre-fixed time point,
whereas educational games can be played
during the children's spare time at anytime.
This is even more important if we think
about the percentage of students who own
smartphones, PDA's and other computing
devices that can also be used as effective
ubiquitous learning tools.
There are reasons to believe that the business,
technological and social dimensions of games
will continue to be key driving factors of the
gaming billion-dollar industry. The process of
creating those games, however, is still far from
being optimal. One of the reasons for this is sim-
ply that professional designers often don't have
one of the following skills (although some have
most of these and very few have all the skills):
(i) visual design skills; (ii) programming and
technical skills; (iii) knowledge of the educational
curriculum and contents - and ideally they should
all present these skills. However, it's more natural
to simply bring different-background persons to
the project. Therefore, novel design approaches
are needed, especially those approaches which
are capable of effectively bringing together all
these very different skills.
As for future work, there are certainly many
avenues of research on game design for educational
goals. Whichever design approach is followed, it
is essential to regard the game as an additional
educational tool, rather than a solution for all prob-
lems. In particular it would be very interesting to
Secondly, we presented an approach based on
human-work interaction design concepts, involv-
ing different-background stakeholders who took a
very active role in all stages of the process. This is
a more expensive approach, but increases the odds
of achieving a sound game, with clearly defined
learning goals. In sum, professional game design-
ers can achieve more effective results through a
better understanding of the relationship between
work-domain based empirical studies, and by
adopting a work-based perspective of the every-
day decision tasks which are taken everyday by
business managers around the world.
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