Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/41349

Beyond Educational Videogames to Educational Systems-That-Incorporate Videogames: A Case Study of a System for Learning about Energy

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Title: Beyond Educational Videogames to Educational Systems-That-Incorporate Videogames: A Case Study of a System for Learning about Energy
Authors: Flor, Nick
Arias, Rodrigo
Dasigi, Meghana
Hayden, Megan
Mesibov, Melinda
show 1 moreSweeney, Keara
show less
Keywords: Distributed Cognition
Educational Videogames
Gamification
Service Science
Virtual Worlds
Issue Date: 04 Jan 2017
Abstract: A common goal for designers of educational videogames is to make learning fun. Unfortunately, the result is often a game that tries to combine the fun aspects of videogames with learning elements, but that is neither fun nor effective for learning. In this paper we present our discovery of an alternative approach—a system that combines both education and entertainment, but that separates them into different modules that are loosely-coupled. Entertainment motivates education through a reward mechanism, where performance in the education module yields tokens that can be redeemed for in-game assets in the entertainment module. We present a case study of our specific implementation of this system, and we discuss how it can be generalized to motivate the learning of any topic where performance can be measured. This research contributes to our understanding of designing cognitive artifacts, and to our understanding of designing educational systems as distributed services.
Pages/Duration: 9 pages
URI/DOI: http://hdl.handle.net/10125/41349
ISBN: 978-0-9981331-0-2
DOI: 10.24251/HICSS.2017.196
Rights: Attribution-NonCommercial-NoDerivatives 4.0 International
Appears in Collections:Service Science Minitrack



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