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Serious Games and Edutainment Applications - Volume II
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Serious Games and Edutainment Applications - Volume II
von: Minhua Ma, Andreas Oikonomou
Springer-Verlag, 2017
ISBN: 9783319516455
694 Seiten, Download: 14510 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
eBook anfordern
Inhaltsverzeichnis

  Foreword 5  
  Acknowledgements 7  
  Contents 8  
  Contributors 12  
  About the Editors 18  
  Part I Serious Games and Emotion 20  
     1 Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games 21  
        1.1 Introduction 21  
        1.2 Definition 23  
        1.3 Emotions as Player-Centered Source of Adaptivity 24  
        1.4 Emotion Recognition: Assessing the Player's State 26  
           1.4.1 Self-Reports of Emotional Experience 26  
           1.4.2 Physiological Responses 27  
           1.4.3 Gameplay-Based Emotion Recognition 29  
        1.5 Implementation of Emotion-Driven Adaptivity in Games 30  
           1.5.1 Adaptable Game Elements 31  
           1.5.2 Current and Envisioned Implementation Methods 35  
           1.5.3 Application in Serious Games 38  
        1.6 Conclusion 39  
        References 40  
     2 The Emotion Detectives Game: Supporting the Social-emotional Competence of Young Children 47  
        2.1 Introduction 48  
        2.2 Importance of Digital Games as Intervention Tools 49  
        2.3 Promoting the Development of Children's Social-emotional Competence Through the Emotion Detectives Game 50  
        2.4 Adults' and Peers' Role in Supporting the Child's Play 56  
        2.5 Empirical Observations on Children's Gameplay Interactions 56  
        2.6 The Process of Recognizing and Naming Emotions 57  
        2.7 Player Interaction During Gameplay 60  
           2.7.1 Rules and Negotiations 60  
           2.7.2 Children's Ways of Interacting and Co-constructing Knowledge 62  
        2.8 Children's Interaction with the Emotion Detectives Game 65  
        2.9 Discussion 67  
        References 67  
  Part II Games for Music Education 72  
     3 Designing Music Games and Mobile Apps for Early MusicLearning 73  
        3.1 Introduction 73  
           3.1.1 Digital Music Games for Learning and Entertainment 75  
              3.1.1.1 For Learning 75  
              3.1.1.2 For Entertainment 75  
           3.1.2 Cognitive Development 77  
           3.1.3 Musical Development and Perception 78  
           3.1.4 Knowledge Formation and Musical Knowledge 79  
           3.1.5 Children's Play and Learning Motivation 79  
        3.2 Musical Applications on Android System 80  
           3.2.1 Music Teaching Approach and Content 80  
           3.2.2 Multi-touch Application and Music Learning 81  
           3.2.3 Music Game Content and Sequential Learning 82  
        3.3 Technical Issues in Developing Applications on Mobile Devices 83  
           3.3.1 Agile Software Development Method 83  
           3.3.2 Game-Based Applications for Music Learning 84  
              3.3.2.1 Visual Design 84  
              3.3.2.2 Sound Design 85  
              3.3.2.3 Mapping Music Elements onto Gameplay 85  
        3.4 Qualitative and Quantitative Research 87  
           3.4.1 Usability Measurement and Interactive Interface 88  
        3.5 Summary 89  
        References 90  
     4 Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music 92  
        4.1 Introduction 92  
        4.2 Music Hacks 94  
        4.3 KIDI: A Tactile Controller for Learning Through Play 95  
        4.4 BitBox!: A Gestural Framework for Exploring Adaptive Music 103  
        4.5 Conclusion and Future Development 109  
        References 110  
  Part III Games for Medical Education and Training 113  
     5 Digitisation of Anatomical Specimens and Historical Pathology Specimens for Educational Benefit 114  
        5.1 Introduction 115  
        5.2 Photogrammetry and Object VR for Visualising Anatomical Specimens 116  
           5.2.1 Results of Photogrammetry 117  
           5.2.2 Object Virtual Reality 118  
           5.2.3 Portable Document Format Files 118  
           5.2.4 Use of Digitised Specimens in Games and Interactive Applications 119  
        5.3 Advanced Digital Imaging of Historical Specimens 120  
           5.3.1 Agisoft PhotoScan 120  
           5.3.2 Autodesk ReCap 121  
           5.3.3 Autodesk Memento 121  
           5.3.4 Selection of Specimens 121  
           5.3.5 Imaging 121  
           5.3.6 Image Acquisition Issues 123  
              5.3.6.1 Lighting 123  
              5.3.6.2 Movement 123  
              5.3.6.3 Coverage 123  
           5.3.7 Results 123  
              5.3.7.1 Glass and Encasing 123  
              5.3.7.2 Light 124  
              5.3.7.3 Dry Specimens 124  
              5.3.7.4 Wet Specimens 125  
              5.3.7.5 Pollution 126  
              5.3.7.6 Summary 127  
        5.4 General Discussion 127  
           5.4.1 Medical Museums 127  
        5.5 Learning and Teaching with 3D 128  
           5.5.1 Embedding in Games 129  
        5.6 Conclusions 130  
        References 131  
     6 Towards the Development of a Virtual Reality Simulator with Haptic Force Feedback for Training in Stereotactic Brain Biopsies 133  
        6.1 Introduction 134  
           6.1.1 Stereotactic Brain Biopsies and Traditional Surgical Training 134  
           6.1.2 Motor Skill Training and Haptic Technologies 135  
           6.1.3 How Haptic Technologies Assist Surgical Training 136  
        6.2 Aim 137  
        6.3 Apparatus and Methods 137  
           6.3.1 Materials 137  
              6.3.1.1 Dataset 137  
              6.3.1.2 Data Extraction and Visualization 138  
              6.3.1.3 Haptic Interface 138  
           6.3.2 Methodological and Technological Framework 138  
              6.3.2.1 Biopsy Observation 139  
              6.3.2.2 Creation of Anatomical 3D Models and Scene Components 140  
              6.3.2.3 Design and Development of the Application 143  
        6.4 Heuristic Study 147  
        6.5 Results 148  
           6.5.1 Parameterization and Analysis of the Haptic Force Feedback 149  
           6.5.2 Assessment of the Anatomical Accuracy 149  
           6.5.3 Assessment of the Instrumentation 149  
        6.6 Discussion 150  
           6.6.1 Parameterization and Analysis of the Haptic Force Feedback 151  
           6.6.2 Assessment of the Anatomical Accuracy 152  
           6.6.3 Assessment of the Instrumentation 153  
           6.6.4 Future Potential of the Stereotactic Brain Biopsy Simulator 154  
        6.7 Conclusions 155  
        References 156  
     7 Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room 158  
        7.1 Introduction 159  
           7.1.1 3D Virtual Operating Room 164  
        7.2 Related Work 165  
           7.2.1 Learning Games Related to Medical Education 166  
           7.2.2 Interaction, Communication and Scenarios 168  
              7.2.2.1 Interaction Design 168  
              7.2.2.2 Scenario Integration 169  
              7.2.2.3 Natural Communication 170  
        7.3 Objectives 171  
        7.4 Game Design Methodology 173  
           7.4.1 Identifying the Objectives 174  
           7.4.2 Representing Human Collaborative Activity 175  
              7.4.2.1 Depth and Extent of a Scenario Content 179  
              7.4.2.2 Scenario Validation 181  
           7.4.3 Digitisation of the Activity 182  
              7.4.3.1 Grounding the Actions: The Semantic Environment 182  
              7.4.3.2 Making of the Interactive Environment 184  
              7.4.3.3 AI Control for Non-playing Characters 188  
        7.5 Scenario Gamification and the Tutoring System 191  
        7.6 Conclusion 194  
        References 195  
     8 VR Surgery: Interactive Virtual Reality Application for Training Oral and Maxillofacial Surgeons using Oculus Rift and Leap Motion 198  
        8.1 Introduction 198  
           8.1.1 Surgical Training and Its Challenges 199  
        8.2 Innovation in Surgical Training Methods 200  
           8.2.1 Surgical Simulation 200  
           8.2.2 Serious Games for Surgical Training 201  
           8.2.3 Immersive Virtual Reality in Surgical Training 201  
        8.3 VR Surgery 202  
           8.3.1 Hardware and Software 202  
           8.3.2 Design of VR Surgery 203  
              8.3.2.1 Content Design 204  
              8.3.2.2 Application Design 204  
              8.3.2.3 User Feedback 208  
        8.4 Discussion 208  
        References 210  
     9 Creation of E-Tutorials to Enhance Medical Student Anatomy Learning Experience Using Articulate Storyline 2 214  
        9.1 Introduction 215  
        9.2 Anatomy of the Heart E-Tutorial 218  
           9.2.1 Results of Cardiovascular E-Tutorial 219  
              9.2.1.1 Regional Anatomy 220  
              9.2.1.2 Layers of Heart Wall 220  
              9.2.1.3 Cardiac Muscle 221  
              9.2.1.4 Chambers, Valves and Blood Flow 221  
              9.2.1.5 Innervation and Nodes 221  
              9.2.1.6 Vasculature 222  
              9.2.1.7 Thoracic Aorta Branches 222  
              9.2.1.8 Surface Anatomy 222  
              9.2.1.9 Cardiac Imaging 223  
              9.2.1.10 Total Quiz Results 223  
        9.3 Attainment in Anatomy: The Abdomen 223  
           9.3.1 Results of Attainment in Anatomy: The Abdomen 223  
              9.3.1.1 Teach Yourself Anatomy 223  
              9.3.1.2 Teach Yourself Histology 224  
              9.3.1.3 Teach Yourself Imaging 224  
              9.3.1.4 Test Yourself 225  
        9.4 Anatomy of the Wrist and Hand E-Tutorial 225  
           9.4.1 Results of Anatomy of the Wrist and Hand E-Tutorial 226  
              9.4.1.1 Introduction to Terminology 226  
              9.4.1.2 Gross Anatomy 226  
              9.4.1.3 Surface Anatomy 227  
              9.4.1.4 Clinical Relevance 227  
              9.4.1.5 Quiz 228  
        9.5 Results of Beta Phase End-User Evaluation 228  
           9.5.1 Pre-evaluation Questionnaire 228  
           9.5.2 Post-evaluation Questionnaire 229  
        9.6 Discussion 230  
        References 232  
  Part IV Game Based Learning in Various Subjects 233  
     10 Tipping the Scales: Classroom Feasibility of the Radix Endeavor Game 234  
        10.1 Introduction 235  
        10.2 Barriers and Benefits 238  
        10.3 Background 240  
           10.3.1 Design of the Radix Endeavor 240  
           10.3.2 Implementation Design 243  
           10.3.3 Implementation Realities 245  
        10.4 Research Design 246  
           10.4.1 Sample 246  
           10.4.2 Data Collected 247  
              10.4.2.1 Log Data 247  
              10.4.2.2 Surveys 247  
              10.4.2.3 Interviews 248  
           10.4.3 Data Analysis Goals 248  
        10.5 Findings 249  
           10.5.1 Background 249  
              10.5.1.1 Feasibility and Usage 249  
              10.5.1.2 Comfort Level with Radix 251  
              10.5.1.3 Ease of Implementation Ratings 252  
           10.5.2 Implementation Barriers 253  
              10.5.2.1 Technical Issues 253  
              10.5.2.2 Curriculum Fit 254  
              10.5.2.3 Gameplay Reports 254  
              10.5.2.4 Teacher and Student Resources 255  
              10.5.2.5 Control over Student Actions 256  
              10.5.2.6 Amount of Time Needed 257  
              10.5.2.7 Students' Boredom or Frustration 257  
           10.5.3 Implementation Successes 258  
              10.5.3.1 Pedagogy Fit and Approaches Used 258  
              10.5.3.2 Curriculum Alignment and Content Learned 259  
              10.5.3.3 Practices and Soft Skills Developed 260  
              10.5.3.4 Level of Student Engagement 261  
              10.5.3.5 Unique Qualities 261  
           10.5.4 Factors not Discussed by Teachers 262  
              10.5.4.1 Connections Across the Curriculum 262  
              10.5.4.2 Formative Assessment 263  
              10.5.4.3 Mismatched Pedagogy 263  
        10.6 Discussion 264  
           10.6.1 Increasing Adoption 265  
        References 267  
     11 Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry 268  
        11.1 What Is Al-Kimia? 269  
        11.2 Why Design a Video Game About Chemistry? 269  
        11.3 Use of Games as an Effective Learning Tool 270  
        11.4 What Type of Video Game Is Most Effective for Learning? 270  
        11.5 How to Design a Digital Game 272  
        11.6 Al-Kimia 275  
           11.6.1 The Story 276  
           11.6.2 Applying the Theoretical Framework in the Real World 277  
        11.7 Results 279  
        11.8 Conclusions 280  
        References 281  
     12 Designing Virtual Worlds for Learning History: The Case Study of NetConnect Project 282  
        12.1 Background 282  
        12.2 Main Aim of the Chapter 283  
        12.3 NetConnect Virtual Worlds 284  
           12.3.1 Historical Details and 3D Reconstruction 284  
           12.3.2 Design, Edutainment and Gaming Features 286  
        12.4 Research 1: Evaluation of the Virtual Worlds 287  
           12.4.1 Research Participants and Questionnaires 287  
           12.4.2 Procedure 288  
           12.4.3 Results 288  
           12.4.4 Limitations and Future Works 288  
        12.5 Research 2: Learning Through VWs and Motivation 289  
           12.5.1 Research Participants 289  
           12.5.2 Procedure 289  
           12.5.3 Results 290  
           12.5.4 Limitations and Future Works 290  
        12.6 Conclusions 291  
        References 291  
  Part V Serious Games for Children and Adolescents 295  
     13 Intelligent Behaviors of Virtual Characters in Serious Games for Child Safety Education 296  
        13.1 Introduction 296  
        13.2 Current Serious Games for Safety Education 297  
        13.3 Risk-Taking Behaviors and Danger Zone 298  
        13.4 Behavior Design for Virtual Characters 300  
        13.5 Evaluation of the Child Safety Games 306  
           13.5.1 Waterside Safety Game 306  
           13.5.2 Earthquake Escape Game 308  
        13.6 Conclusions 312  
        References 312  
     14 Using Serious Games to (Re)Train Cognition in Adolescents 314  
        14.1 Introduction 314  
        14.2 Training Cognitive Processes 315  
        14.3 Motivations 318  
        14.4 Serious Games and Cognitive Training 319  
        14.5 Recommendations for Future Research and Development 322  
        References 324  
     15 Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach 329  
        15.1 Introduction 330  
        15.2 Background 331  
        15.3 Games for Health: A Multidisciplinary Project 334  
        15.4 Design Processes and Perspectives 336  
           15.4.1 The Theory-Based Design Perspective 337  
           15.4.2 The Research-Driven Design Perspective 340  
           15.4.3 The Entertainment Design Perspective 342  
           15.4.4 Reconciling Perspectives 344  
        15.5 A Case Study: The PEGASO Project 346  
        15.6 Conclusions 349  
        References 350  
     16 Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play 355  
        16.1 Introduction 355  
        16.2 Learning in, Through, and Beyond Digital Games 357  
           16.2.1 The Elements of Motivation, Autonomy, Competence, and Relatedness in Digital Games 357  
           16.2.2 Early Childhood and the Learning Potential of Digital Games 359  
        16.3 Toward Multiple Literacies 362  
           16.3.1 Digital Games and Multiple Literacies 362  
           16.3.2 Multiple Literacies in Early Childhood 364  
        16.4 The Significance of Digital Play 365  
           16.4.1 Defining Digital Play 366  
           16.4.2 The Educational Value of Digital Play in Early Childhood 367  
        16.5 Concluding Remarks: Toward a Child Perspective on Digital Game Playing 368  
        References 369  
  Part VI Serious Games for Serious Topics 374  
     17 “Walk a Mile in My Shoes”: A Virtual World Exercise for Fostering Students' Subjective Understandings of the Experiences of People of Color 375  
        17.1 Introduction 375  
        17.2 Previous Uses of Virtual Worlds in Educational Settings 377  
        17.3 The VIP 379  
        17.4 Method 380  
           17.4.1 Participants 380  
           17.4.2 Data Analysis 381  
           17.4.3 Reflexivity and Verification 381  
        17.5 White Students' Experiences with the VIP 382  
           17.5.1 Experiences of White Racism 383  
           17.5.2 Experiences of Interminority Prejudice 384  
           17.5.3 Experiences of Racial Microaggressions 385  
           17.5.4 Insight into Double Consciousness 387  
           17.5.5 Influences of Racial Contexts on Racial Experiences 388  
           17.5.6 Resistance to Seeing Race 390  
        17.6 Conclusion 392  
        References 393  
     18 Question-Answering Virtual Humans Based on Pre-recorded Testimonies for Holocaust Education 395  
        18.1 Introduction 396  
        18.2 Conversational Natural Language Interfaces 396  
           18.2.1 Question Answering (QA) About the Holocaust 397  
        18.3 Design and Development of Interact 398  
           18.3.1 Mapping Current Interaction 398  
           18.3.2 The Interact System 400  
           18.3.3 Question Generation Methodology 401  
           18.3.4 Video Recording and 3D Data Capture 403  
           18.3.5 Creating Virtual Survivors 403  
           18.3.6 The Uncanny Valley and a New Form of Mixed Reality 405  
           18.3.7 Query Elaboration and Expansion 407  
           18.3.8 Interact Hardware 409  
        18.4 Evaluation 409  
        18.5 Conclusions and Future Work 411  
        References 412  
     19 A Driving Simulator Designed for the Care of Trucker Suffering from Post-Traumatic Stress Disorder 414  
        19.1 Introduction 414  
        19.2 Related Work 415  
        19.3 Theoretical Approach for the Design of an Environment Guided by ACET 417  
           19.3.1 Critical Game Features 417  
           19.3.2 Serious Game Mechanics of the Simulator 418  
           19.3.3 Positive Reinforcement Items 420  
           19.3.4 Personalization of the Game 422  
           19.3.5 Customization of the Missions 422  
           19.3.6 Customization of the Truck 423  
        19.4 The Proposed Game 424  
           19.4.1 Setup Overview 424  
           19.4.2 Gameplay Through the Therapy Protocol 425  
              19.4.2.1 The First Session 425  
              19.4.2.2 Subsequent Sessions 426  
        19.5 Experiments 426  
           19.5.1 Protocol 427  
           19.5.2 Satisfaction Test 427  
           19.5.3 Immersion test 429  
           19.5.4 Cybersickness Test 429  
        19.6 Conclusion and Future Work 430  
        References 432  
     20 Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design 435  
        20.1 Introduction 436  
        20.2 Literature Review 437  
           20.2.1 Participatory Design: Definitions and Issues 438  
           20.2.2 3D City Models as Participatory Tools 439  
           20.2.3 3D Representation of City in Videogames 439  
           20.2.4 Serious Games as Participatory Tool (ca. 350 Words) 441  
        20.3 Theoretical Framework: A Virtual Architectural Narrative Environment as Participatory Tool 442  
           20.3.1 From Participatory Issues to Research Questions 442  
           20.3.2 Architectural Portal of People's Narratives 444  
              20.3.2.1 Phase, Communication and Tools 445  
              20.3.2.2 Content, Immersion and Playfulness 446  
        20.4 Case Study: Grainger Street 447  
           20.4.1 Background (Cities, MyPlace and the Age-Friendly City Initiative) 447  
           20.4.2 Methodology 448  
           20.4.3 Grainger Street: Historical Background 448  
           20.4.4 Laser Scanning of the Street 449  
           20.4.5 Digital Reconstruction 450  
           20.4.6 Virtual Environment in Unity 452  
        20.5 Conclusions and Future Developments 454  
        References 454  
  Part VII Gamification 457  
     21 How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning 458  
        21.1 Introduction 458  
        21.2 The Theory of Gamified Learning 460  
        21.3 Goal-Setting Theory and Self-Regulation 463  
           21.3.1 Applying Goal-Setting Theory via Rules/Goals Game Elements 464  
           21.3.2 Applying Goal-Setting Theory via Conflict/Challenge Game Elements 465  
        21.4 The Testing Effect 466  
           21.4.1 Applying the Testing Effect via Assessment Game Elements 467  
        21.5 Presence Theory 468  
           21.5.1 Applying Presence Theory via Action Language Game Elements 470  
           21.5.2 Applying Presence Theory via Immersion Game Elements 471  
           21.5.3 Applying Presence Theory via Environment Game Elements 472  
        21.6 Self-Determination Theory 473  
           21.6.1 Applying Self-Determination Theory via Control Game Elements 474  
        21.7 The Narrative Hypothesis 475  
           21.7.1 Applying the Narrative Hypothesis via Game Fiction Game Elements 477  
        21.8 Social Constructivism 478  
           21.8.1 Applying Social Constructivism via Human Interaction Game Elements 479  
        21.9 Conclusion 480  
        References 481  
     22 Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory 485  
        22.1 Introduction 486  
        22.2 Q1 What Is Gamification? 486  
        22.3 Q2 How Does Gamification Work? 488  
           22.3.1 Intrinsic, Extrinsic and Amotivation 488  
           22.3.2 The Internalization Processes of Extrinsic Regulations 490  
           22.3.3 Autonomous Motivation Outperforming Controlled Motivation 492  
           22.3.4 Basic Psychological Needs Co-shaping Motivations 493  
           22.3.5 A Self-Determination Theory Perspective on (Gamified) Motivation in Education 495  
        22.4 Q3 How Can Gamification Design Be Improved? 496  
           22.4.1 Supporting Basic Psychological Needs 497  
              22.4.1.1 Need for Autonomy 497  
              22.4.1.2 Need for Competence 498  
              22.4.1.3 Need for Relatedness 499  
              22.4.1.4 Interplay Between Psychological Needs 500  
           22.4.2 Situational Gamification 501  
              22.4.2.1 Integration of Gamification into the Activity Context 501  
              22.4.2.2 Implementation Context and Environment 501  
              22.4.2.3 User Characteristics 502  
        22.5 Conclusion 503  
        References 505  
  Part VIII Assessment of Serious Games 510  
     23 Factors Associated with Player Satisfaction and Educational Value of Serious Games 511  
        23.1 Computer Games 512  
           23.1.1 Project Aims 514  
        23.2 Methods 515  
           23.2.1 Participants 515  
           23.2.2 Study Questionnaires 515  
           23.2.3 The Game-Specific Questionnaires 516  
        23.3 Results 517  
           23.3.1 Demographic 518  
           23.3.2 Evaluation of Serious Games for Playability and Educational Content 518  
              23.3.2.1 Cancer Game 518  
              23.3.2.2 Darfur Is Dying 519  
              23.3.2.3 Elude 519  
           23.3.3 Rating and Replayability of the Games 520  
           23.3.4 Knowledge Quiz 521  
              23.3.4.1 Cancer Game 521  
              23.3.4.2 Darfur Is Dying 521  
              23.3.4.3 Elude 521  
           23.3.5 Player Satisfaction 522  
           23.3.6 Comparison with Heuristics 523  
        23.4 Discussion 524  
           23.4.1 Review of the Games 525  
           23.4.2 Comparison of Player Views of the Three Games 526  
           23.4.3 Comparison to Published Heuristics 526  
        23.5 Limitations of the Work 530  
        23.6 Conclusion 531  
        References 532  
     24 Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature 534  
        24.1 Introduction 534  
           24.1.1 Purpose of the Study and Research Questions 535  
        24.2 Method 535  
           24.2.1 Article Selection Criteria 536  
           24.2.2 Analysis 536  
        24.3 Findings and Discussion 540  
           24.3.1 What Issues Have Researchers Been Investigating on Using Learning Analytics in SG (RQ1)? 540  
              24.3.1.1 Student Performance 541  
              24.3.1.2 Game Design Strategies 542  
              24.3.1.3 Motivation 543  
              24.3.1.4 Student Behavior 543  
              24.3.1.5 Problem-Solving Strategies 544  
              24.3.1.6 Learner Progress Trajectories 545  
              24.3.1.7 Student Collaboration 545  
           24.3.2 What Research Evidences Are There in Using Analytics to Support Teaching and Learning Through SG (RQ2)? 545  
           24.3.3 What Techniques Have Been Used to Investigate Analytics in SG (RQ3)? 548  
              24.3.3.1 Game Features and Metrics 549  
              24.3.3.2 Data Visualization 550  
           24.3.4 What Challenges Have Researchers Identified in Using Analytics for SG (RQ4)? 553  
              24.3.4.1 Are There Any Trends Shown in the Review (RQ5)? 555  
        24.4 Implications and Conclusion 557  
           24.4.1 Implications for Future Research 557  
           24.4.2 Limitations of the Study 558  
        24.5 Conclusion 558  
        References 559  
  Part IX Narrative Design 561  
     25 Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language 562  
        25.1 Introduction 563  
        25.2 Related Work 565  
        25.3 Principles of the Language 568  
           25.3.1 Domain-Specific Modeling Language 568  
           25.3.2 Controlled Natural Language 568  
           25.3.3 Flow-Oriented Modeling 568  
           25.3.4 Graphical Language 569  
           25.3.5 Open Narrative 569  
        25.4 Modeling Concepts 570  
           25.4.1 Modeling Concepts for the Game Narrative 570  
              25.4.1.1 Game Moves 570  
              25.4.1.2 Bricks 570  
              25.4.1.3 Scenarios 571  
           25.4.2 Non-Narrative Modeling Concepts: Annotations 573  
        25.5 ACE-Based Syntax 576  
           25.5.1 Noun Phrases 577  
           25.5.2 Verb Phrases 578  
           25.5.3 Adjective Phrases 579  
           25.5.4 Special Sentence Structures 579  
        25.6 Mapping the Syntax to Bricks 580  
        25.7 Overall Example 581  
        25.8 Linking Narrative and Pedagogy 582  
        25.9 Tool Support 584  
           25.9.1 ATTAC-L Editor 589  
           25.9.2 Export Module 589  
           25.9.3 Simulator 590  
        25.10 Evaluation 593  
        25.11 Conclusions and Future Work 595  
        References 596  
     26 Immersion and Narrative Design in Educational Games Across Cultures 599  
        26.1 Introduction 599  
        26.2 Cross-cultural Games and Education 600  
        26.3 Narrative Cohesion 602  
           26.3.1 Narrative and Education 605  
           26.3.2 Narrative and Culture 607  
        26.4 Immersion 608  
        26.5 The Framework for Immersion and Narrative Design in Educational Games Across Cultures (INDEC) 610  
        26.6 Conclusions and Implications 613  
        References 613  
  Part X Review and Methodology 616  
     27 “I Just Don't Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games 617  
        27.1 Introduction 617  
        27.2 Literature Review 619  
           27.2.1 Technology in Schools/Curricula 619  
           27.2.2 Limited Aspects of Educational Content 620  
        27.3 Research Methods and Process 621  
           27.3.1 Research Design 622  
           27.3.2 Preliminary Research 623  
        27.4 Pilot Testing in the Classroom 625  
           27.4.1 Year One 625  
           27.4.2 Year Two 629  
        27.5 Development of Scalable Resources 630  
           27.5.1 Framework Design Process 630  
              27.5.1.1 Card Deck 631  
              27.5.1.2 Mat 633  
              27.5.1.3 Online Tool 636  
           27.5.2 Future Possibilities 637  
        27.6 Reflections and Conclusions 637  
        References 638  
     28 The Role of the Teacher in Game-Based Learning: A Review and Outlook 641  
        28.1 Introduction 641  
        28.2 The (Missing?) Role of the Teacher in Game-Based Learning 642  
           28.2.1 The Teacher as Key for Learning to Occur 642  
           28.2.2 Addressing the Role of the Teacher in GBL 644  
           28.2.3 The Marginalized Role of the Teacher in the Design of GBL Applications 645  
           28.2.4 Teacher Education and Professional Development in GBL 646  
        28.3 Emphasizing Challenges and Reviewing Current Roles of the Teacher in GBL 647  
           28.3.1 Goffman's Frame Analysis to Understand the Implications When Digital Games Are Situated in an Educational Context 648  
              28.3.1.1 Study I: “Teacher Roles in Learning Games – When Games Become Situated in Schools” (Magnussen 2007) 651  
              28.3.1.2 Study II: “Teachers' Many Roles in Game-Based Learning Projects” (Berg Marklund and Alklind Taylor 2015) 654  
           28.3.2 Teacher Agency and the Sense of Professional Development 657  
              28.3.2.1 Study III: “Facilitating Dialog in the Game-Based Learning Classroom: Teacher Challenges Reconstructing Professional Identity” (Chee et al. 2014) 658  
        28.4 Discussion 661  
           28.4.1 A Culture of Participation – The Teacher as Designer of Playful Frames 661  
           28.4.2 Game Design Thinking and Game Literacy as Part of Teacher Education 662  
        28.5 Conclusion 662  
        References 663  
     29 Building Context-Aware Gamified Apps by Using Ontologies as Unified Representation and Reasoning-Based Models 667  
        29.1 Introduction 667  
        29.2 Background and Related Work 669  
        29.3 Motivating Scenario 672  
           29.3.1 Scenario Description 672  
           29.3.2 Scenario Analysis and Challenging Requirements 673  
        29.4 The Global Framework Design 674  
           29.4.1 Separation of Concern Principle 674  
           29.4.2 Gamification and Context Awareness as a Set of Micro-services 675  
           29.4.3 Game Mechanics and Context as a Set of Ontology Modules 678  
              29.4.3.1 The Context Ontology 679  
              29.4.3.2 The Gamification Ontology 681  
              29.4.3.3 Ontology Modules Connections 682  
        29.5 The Framework's Implementation and Deployment 684  
           29.5.1 Context-Aware Gamified Apps Design and Development Processes 685  
           29.5.2 Proof of Concept: Case Study and Micro-services Prototype 686  
              29.5.2.1 The Mobile App Features' Description 687  
              29.5.2.2 The Framework's Usability 689  
        29.6 Conclusion and Future Work 691  
        References 692  


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