An educational gamification platform aimed at facilitating the gamification of academic courses/learning activities and fostering experimental research on gamifying learning. It enables instructors to define course activities and create exercise problems for practicing and self-assessment, as well as exams or quizzes for testing particular skills. The platform allows gamifying these practice activities. It is highly configurable and supports tailoring gamification features to meet the vision of the instructor. The gamification related configuration includes the choice of the game elements to be used along with specification of gaming rules for them. The system currently supports the following game elements: points (challenge points, skill points, and activity points), progress bar, virtual currency, badges, leader board, skill board, learning dashboard, and avatars. The gaming rules define the conditions upon which certain game elements are awarded. Demo presented at the Exhibition space in GaLA Conference 2018 https://lnkd.in/eMrEQVw
A narrative adventure game on contemporary history. It tells the story of the Czech borderlands in the tumultuous aftermath of the World War II.
Through interviews with eyewitnesses, interactive graphic novel and atmospheric mini-games players experience the post-war years from different, oftentimes contradictory perspectives. The game is based on comprehensive historical research.
The game aims to develop critical thinking and deeper understanding of the past and is for a general audience (12+years old).
This paper studies whether a board game can effectively raise awareness of cultural differences and their impacts on everyday life. Furthermore, the paper compares whether a board game might achieve this goal more efficiently, or differently, than more traditional ‘open discussion’ exercises. To conduct this study, a board game – that present players with cultural dilemmas – was designed and developed based on a comparative model of individualistic and collectivistic cultures. The game’s ability to generate discussion and engagement with cross-cultural topics was evaluated and compared with traditional discussion exercises in a series of experimental studies conducted in SFI (Swedish For Immigrants) classrooms. A follow-up survey was also conducted to compare long-term effects between the board game and the traditional discussion exercise. Results indicate that the game benefited participants’ discussions and reflections regarding cultural awareness directly after the game session, and that they retained their attitudes and perceptions of cultural awareness better than participants of the non-game exercise. Read more: journal.seriousgamessociety.org/inde…/…/article/view/259/318
A quiz based game designed to teach/learn Latin grammar: all the course is split in levels and missions to accomplish in the right order (but a teacher could assign specific target in the order he/she prefers). The player reaches the goals and acquire Experience Points. The authors are developing a badge section. There are several types of tasks: open answers, pairing, fill the blanks See :www.alatin.it Demo presented at the Exhibition space in GaLA Conference 2018 https://lnkd.in/eMrEQVw Going for demo in classrooms, was for the authors a great pleasure seeing the students working with Alatin! When the bell rings they couldn’t stop to play that damn game! ^___^
Game studies has seen an increasing interest in serious games with a persuasive goal. Anyway, empirical research about the impact of these persuasive games is still limited.
This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences. Theoretically, the authors based their research on immersion theory and Calleja’s account of player involvement. They conducted in-depth interviews with twelve participants. The results showed that players experienced the two games in a similar way and highlighted that the games’ narratives had the largest impact on feeling immersed.
The major contribution of this paper is showing that immersion heightened participants’ susceptibility to persuasion within the gaming environment, while adding that the roles of emotion and identification in immersion warrant further research.