Designing Effective Stories for Educational Games.
Robert Seagram, Alan Amory, 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
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.
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).
© 2004 Association for the Advancement of Computing in Education (AACE)
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Claudia Schrader & Theo Bastiaens, Open University in Hagen, Germany
Journal of Interactive Learning Research Vol. 23, No. 3 (July 2012) pp. 251–271
Paul Kearney, Unitec New Zealand, New Zealand; Maja Pivec, FH JOANNEUM, Austria
EdMedia + Innovate Learning 2006 (June 2006) pp. 1869–1875
Alan Amory, Centre for IT in Higher Education (ITEd), South Africa
EdMedia + Innovate Learning 2005 (Jun 27, 2005) pp. 1947–1952
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