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Designing Effective Stories for Educational Games.
PROCEEDINGS

, , University of Natal, Durban, South Africa, South Africa

EdMedia + Innovate Learning, in Lugano, Switzerland ISBN 978-1-880094-53-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

A situated learning environment exploring important diseases in the African context was designed. Designers worked closely with the Game Achievement model (GAM), designed to marry educational learning objectives and storytelling. To test the effectiveness of this model in guiding the storyline creation, the resulting story and character definitions were tested using questionnaires distributed to a sample of the game target audience. The target audience found the storyline to be realistic and exciting enough to intrinsically motivate learners while encompassing the learning objectives for the game. Furthermore, the characters were deemed believable and well-suited to the environment. Based on these results, the GAM was further validated as a useful model for guiding the design of educational games.

Citation

Seagram, R. & Amory, A. (2004). Designing Effective Stories for Educational Games. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of ED-MEDIA 2004--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 162-167). Lugano, Switzerland: Association for the Advancement of Computing in Education (AACE). Retrieved October 19, 2019 from .

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