DocumentCode
227033
Title
Applying Activity Theory in Comparatively Evaluating Serious Games
Author
Ng, Timothy ; Debattista, Kurt ; Chalmers, Alan
Author_Institution
Visualisation Group, Univ. of Warwick, Coventry, UK
fYear
2014
fDate
9-12 Sept. 2014
Firstpage
1
Lastpage
7
Abstract
Despite the interest in serious games research through the years, there remains methodological issues which threaten the strength of its evidence base. Much has been published on the topic and its possible learning effects, but little is written to explicitly describe and compare the various interactions and representations used in relation to learning effects. Reviews of the topic frequently voice concerns that the wide variability in approaches to serious games prevents researchers from making firm conclusions about the general benefits of serious games/game-based learning. A number of frameworks have been published to evaluate the educational benefits of serious games as well as to guide its design. However, they do not adequately address which game mechanics and representations will be suitable to the learning objectives and players. Activity Theory has been used in a variety of ways in games research but to our best knowledge, it does not appear to have been applied to compare and contrast the activities of game play and its representations, on learning. Here, we describe how an adaptation of Activity Theory could help to clarify which game components are most useful and why.
Keywords
computer aided instruction; serious games (computing); activity theory; game based learning; game play activities; serious games; Adaptation models; Cells (biology); Games; Solid modeling; Training; Visualization; Weapons;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Virtual Worlds for Serious Applications (VS-GAMES), 2014 6th International Conference on
Conference_Location
Valletta
Type
conf
DOI
10.1109/VS-Games.2014.7012031
Filename
7012031
Link To Document