Visual novels: An methodology guideline for pervasive educational games that favors discernment

Francisco Lepe Salazar, Tatsuo Nakajima, Todorka Alexandrova

研究成果: Conference contribution

8 被引用数 (Scopus)

抄録

Current educational games vary in how they present content, how they evaluate recently learned topics, and how student-teacher interaction is mediated. And while some treat educational games as an extra tool, others as virtual environments for practice, and some others as a replacement of the teacher, the areas of knowledge these are best suited for are usually abstract and technical. We present a method adapted from Visual Novels (VN), a sub-genre of Adventure Games born in Japan, that makes use of attractive characters, narrative engagement, puzzles and other interactive features to maintain user interest while submerging players in complex stories. With this our approach we are able to teach theoretical topics through discernment in multiple game scenarios, increasing knowledge and maintaining entertainment value. We show our results from experiments with a VN for Smart Pads we developed with Participatory Design, discuss our findings, limitations and talk about our future work.

本文言語English
ホスト出版物のタイトルGrid and Pervasive Computing - 8th International Conference, GPC 2013 and Colocated Workshops, Proceedings
ページ234-243
ページ数10
DOI
出版ステータスPublished - 2013
イベント8th International Conference on Grid and Pervasive Computing, GPC 2013 - Seoul, Korea, Republic of
継続期間: 2013 5 92013 5 11

出版物シリーズ

名前Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
7861 LNCS
ISSN(印刷版)0302-9743
ISSN(電子版)1611-3349

Conference

Conference8th International Conference on Grid and Pervasive Computing, GPC 2013
国/地域Korea, Republic of
CitySeoul
Period13/5/913/5/11

ASJC Scopus subject areas

  • 理論的コンピュータサイエンス
  • コンピュータ サイエンス(全般)

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