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Journal ArticleDOI

An activity theory-based model for serious games analysis and-conceptual design

TLDR
A conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill the gap in models, frameworks and methodologies for serious games analysis and design, and depicts how the combination of serious games elements supports pedagogical goals.
Abstract
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the game's educational objectives. We present a model for serious games analysis and conceptual design, called ATMSG.Activity theory is used as the underlying theoretical framework.ATMSG supports a systematic and detailed representation of educational serious games.ATMSG depicts how the combination of serious games elements supports pedagogical goals.A taxonomy of serious games elements is presented to assist the analysis of SGs.

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Journal ArticleDOI

Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes Themed Escape Room

TL;DR: The diabetes escape room proved to be a valuable educational game that increased students’ knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
Journal ArticleDOI

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning

TL;DR: In this paper, the authors examined the theoretical foundations used in research on gamification, serious games and game-based learning through a systematic literature review and then discussed the commonalities of their core assumptions.
Journal ArticleDOI

Technology‐mediated learning theory

TL;DR: Key areas of research and theory relating to technology‐mediated learning are introduced, along with their associated conceptual underpinnings and assumptions, in terms of premises, to support the integrated analysis and research of situations where technology mediates learning.
Journal ArticleDOI

Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

TL;DR: This paper analyzed and summarized 22 state-of-the-art serious games for education and health and provides guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts.
Journal ArticleDOI

Board Games for Health: A Systematic Literature Review and Meta-Analysis.

TL;DR: A random-effects meta-analysis showed a large average effect of board games on health-related knowledge, and a small-to-moderate effect on behaviors, which contribute to the literature on games and gamified approaches in healthcare.
References
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Book

A taxonomy for learning, teaching, and assessing : a revision of Bloom's

TL;DR: The Taxonomy of Educational Objectives as discussed by the authors is a taxonomy of educational objectives that is based on the concepts of knowledge, specificity, and problems of objectives, and is used in our taxonomy.
Book ChapterDOI

SUS: A 'Quick and Dirty' Usability Scale

John Brooke
TL;DR: This chapter describes the System Usability Scale (SUS) a reliable, low-cost usability scale that can be used for global assessments of systems usability.
Book

A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives

TL;DR: The Taxonomy of Educational Objectives as mentioned in this paper is a taxonomy of educational objectives that is based on the concepts of knowledge, specificity, and problems of objectives, and is used in our taxonomy.
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