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<e-Adventure>: Introducing educational games in the learning process
128
Citations
23
References
2010
Year
Unknown Venue
Video Game DevelopmentE-learningEducational GamesEducationSimulation Video GameAnalogue GamesLearning In GamesIntroducing Educational GamesInteractive LearningEducational GameGame DesignLearning SciencesGamificationDesignGame StudiesUser ExperienceGame DevelopmentGame StudyDigital Game-based LearningVernacular Game-makingVideo Game StudiesArtsDevelopment ProcessGame Industry StudiesDigital Learning
Educational games have attracted academic attention for their potential to boost student motivation, yet the optimal way to integrate them into learning remains unclear, limiting their impact. The study aims to identify barriers to integrating games into education and propose solutions, focusing on reducing development costs, involving instructors, and using a white‑box model. To address these barriers, the authors developed the <;e-Adventure> platform, a white‑box authoring tool that lowers development costs, engages instructors, and serves as a test‑bed for ongoing research. The resulting <;e-Adventure> platform enables instructors to use video games as standard educational tools.
Within the last years educational games have attracted some attention from the academic community. Multiple enhancements of the learning experience are usually attributed to educational games, although the most cited is their potential to improve students' motivation. In spite of these expected advantages, how to introduce video games in the learning process is an issue that is not completely clear yet, which reduces the potential impact of educational video games. Our goal at the <;e-UCM> research group is to identify the barriers that are limiting the integration of games in the learning process and propose approaches to tackle them. The result of this work is the <;e-Adventure> platform, an educational game authoring tool that aims to make of video games just another educational tool at the disposal of the instructors. In this paper we describe how <;e-Adventure> contributes to the integration of games in the learning process through three main focuses: reduction of the high development costs of educational games, involvement of instructors in the development process to enhance the educational value, and the production of the games using a white-box model. In addition we describe the current research that we are conducting using the platform as a test-bed.
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