Affiliation:
1. Universidade Presbiteriana Mackenzie, Brazil
Abstract
Serious games, electronic games whose purpose is work educational elements, often do not reach this goal because by being included the content and teaching strategies, the fun’s dimension and motivation to interact are reduced. In this sense, this chapter presents a proposal for the use of immersion, narrative, and replayability as devices to make serious games more attractive to the student in general. These three elements are explored theoretically and then analyzed and aligned with proposals for instructional design and learning theories. As a result, a development proposal for Serious Game Development Document (SGDD) and a rubric for evaluation of use are presented. With this, it is expected to contribute and assist not only with development, but also with in the analysis of serious games.
Cited by
4 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Sus: Modifying Among Us for Misinformation Discernment;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21
2. Play to Learn: from Serious Games to just Games;Proceedings of the 2023 ACM Conference on Information Technology for Social Good;2023-09-06
3. A Universal Framework For Systemizing the Evaluation of Immersive And Collaborative Performance;Proceedings of the Virtual Reality International Conference - Laval Virtual;2018-04-04
4. ICE Breaking;Proceedings of the Virtual Reality International Conference - Laval Virtual 2017;2017-03-22