Enriching the Experience in Video Games Based on Playability Development Techniques

Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.

Author(s):  
Zeynep Tanes

Video games and gamified applications have been used for various purposes including helping businesses (in commercial marketing), or helping the individual, community or society (in social marketing). Video games are systems with rules, play structures, and narratives; while gamified applications utilize game elements, mechanics, and ways of thinking to generate meaningful, playful and fun experiences. Both video games and gamified applications require a learning process including learning to play, and learning through the game. This chapter advocates that learning is an inherent component of video games and gamified applications. The main purpose of this chapter is to examine the concept of ‘game learning' from three major theoretical positions, namely Behaviorism, Cognitivism, and Constructivism. In doing so, this chapter first explains, compares, and contrasts these three positions, then elaborates on how learning takes place in specific games designed for commercial and social marketing with the lens of these three positions.


GIS Business ◽  
2019 ◽  
Vol 14 (6) ◽  
pp. 667-678
Author(s):  
Amer Ibrahim ◽  
Hamzah Alkhazaleh ◽  
Nahel Abdallah ◽  
M.A. Habli ◽  
Tawfik Zeki

Educational video games (EVG) provide a rich platform to improve the Player Experience (PX), and constitute some of the main edutainment applications currently in the market. However, the evaluation of video games as educational tools is very difficult due to their dual nature (fun and education). In some cases, PX (as an usability measure) is a very important aspect of the EVGs and is a good measure of the level of fun and education presented to players. Educational Playability (playability in EVG) attributes are a suitable and effective tool to analyze and measure the experience obtained by a player during a game. To this end, it is necessary to evaluate the playability to determine the degree of improvement in PX. Playability evaluation through different methods is one of the major topics of PX in video games. In this paper, we present a new approach to evaluate the PX by using the educational playability.


Author(s):  
J.R. López-Arcos ◽  
N. Padilla-Zea ◽  
P. Paderewski ◽  
F.L. Gutiérrez

The use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A good way to maintain motivation is to use a good story that is used as guiding thread with which to contextualize the other video game elements (characters, scenarios, challenges, scores, etc.). A method is necessary for analyzing the effectiveness of the story in a video game. The authors propose an analysis method that includes user-centered techniques. This method has been applied to several cases of study. In this paper, they describe its application to the design of an educational video game in the field of mathematics and an adventure game for training the reading skills.


HUMANIKA ◽  
2019 ◽  
Vol 26 (1) ◽  
pp. 1
Author(s):  
Imam Hanafi

Since the early of the 21st century, multiculturalism has become a crucial issue in educational field in Indonesia. This cannot be separated from the rise of social violences related to ethnic, religion, race and social group. Therefore, it is crucial to know how is the ability of the PTKI (Islamic Higher Educations in Indonesia) responding this issue by looking at their lecturers understanding about multiculturalism. Since the change of IAIN to UIN, it is imperative for this institution to have a multicultural paradigm of Islamic studies, to be very urgent. This research wants to know the extent of multiculturalism skills in the learning process for lecturers in the classroom. At the same time want to see the level of knowledge and awareness of lecturers about multiculturalism. The results showed that the level of understanding of the lecturers was quite good, but at the level of awareness, it was still low.


Author(s):  
Amer Ibrahim ◽  
Francisco L. Gutiérrez Vela ◽  
Natalia Padilla Zea ◽  
José Luis González Sánchez

Learning through play is currently an effective and attractive educational strategy. Recently, many educational video games have failed because methods of analysis have not been used to discuss playability level in a structured way. Ensuring a good player experience characterized by playability requires cooperation and collaboration between game designers and educators. To this end, the authors have proposed a new set of patterns to support educational video game design and analysis. These patterns aim to facilitate the development of educational video games, summarize the essential information and requirements needed to understand a particular problem and the proposed solution, and present the interrelationships between educational video game components and playability attributes.


2019 ◽  
Vol 20 (1) ◽  
pp. 110-121
Author(s):  
Maria Ulpah

Self-efficacy of students plays a role in determining student success in learning, including learning mathematics. Affective aspects such as self-efficacy, play a major role when students work and use mathematics, because to be able to solve mathematical problems is not enough just to know how to do it, but must be accompanied by self-efficacy about the truth of the concepts and procedures they have. This research was conducted in two groups of students using an instrument in the form of a questionnaire to measure students' self-efficacy. Observation data collection techniques were also conducted to determine the learning process of the two groups. The results showed that groups of students who used active and cooperative learning had higher self-efficacy. Keywords: self-efficacy, mathematics, cooperative learning.


2019 ◽  
Author(s):  
Deby Willy Amanda

This article aims to find out what the leaders of education mean,know how the fun of educational leadership,know the types of educational leadership and know the principal’s leadership style.this article usesresearch literature techniques,by gathering resource frm books as a student studying in education,it is very important to know leadership in education,to facilitate the teaching and learning process.


DYNA ◽  
2015 ◽  
Vol 82 (193) ◽  
pp. 223-232 ◽  
Author(s):  
Natalia Padilla-Zea ◽  
Nuria Medina-Medina ◽  
Francisco L. Gutiérrez-Vela ◽  
José R. López-Arcos ◽  
Patricia Paderewski ◽  
...  

2019 ◽  
Vol 2 (1) ◽  
pp. 1-17
Author(s):  
Haryati Haryati ◽  
Budi Mulyati

Learning Process of PPLK 1 or micro teaching was a Learning Process that learn about the practice of teaching for students that involves their classmates who became learners in the learning process. The purpose of this research were : 1) to know how to prepare PPLK 1 in UNBAJA, 2) to know how was learning process of PPLK 1 in UNBAJA, 3) to know how was the facility for PPLK 1 in UNBAJA. This research used qualitative approach method. The object of research were the dean of FKIP, lecturer of PPLK 1 and the students of Accounting Education Program on semester 6. In this research the data collection techniques were interview, observation and documentation. Data analysis in this research used descriptive qualitative. The results showed that thelearning process of PPLK 1 at the University of Banten Jaya has been running well, student learning process could perform in front class confidently and they could teach like as a teacher. However, the learning process still need improvements, especially in time management and procurement of infrastructure facilities to support the PPLK 1


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