About this paper

Appears in:
Pages: 8298-8307
Publication year: 2017
ISBN: 978-84-617-8491-2
ISSN: 2340-1079
doi: 10.21125/inted.2017.1956

Conference name: 11th International Technology, Education and Development Conference
Dates: 6-8 March, 2017
Location: Valencia, Spain

EDUCATIONAL POTENTIAL MAPPER - A SEMANTIC-BASED TOOL FOR ANALYSING AND DESIGNING SERIOUS GAMES

This paper arises from some remarks within the field of Serious Games about the lacks of an effective and suitable framework for supporting both the design and the analysis of serious games. Such an absence recurs as the leading argument against the use of serious games as useful educational tools.

The main aim of the paper is to define a methodological framework able to support designers and educators in the designing and analysing Serious Games starting from the assignment of an actional value to the key notion of Game Mechanic (GM). While GMs are often approached as elements at the same level of the others, as components too rigid to be effectively used in a real scenario, we propose to treat GMs as the main element involved in the game design process since it can be closely linked to the learning constructs of game experiences.

In order to highlight this actional value of GMs, we propose:
(a) to conceive GMs as what a player do or can do in a gaming/learning context, and
(b) to represent this set of playable actions as verbs (natural lexical representatives of actions).

Treating GMs as verbs, as they are described in Frame Semantics, makes available the exploitation of the cognitive and linguistic knowledge about verbs for providing a strong framework that allows a specific characterization of both GMs and learning constructs linked to them.

Assuming this parallelism and starting from the FrameNet project as a data source, the paper describes a prototype of a tool able:
(a) to track, during a process of game analysis, the learning paths implemented by GMs of a serious game, and
(b) to guide developers both in the exploration and construction of general and specific game/learning domains within a context of game design.

Such a tool, generating a navigable network of real scenarios of use for GMs, allows connecting in a whole coherent knowledge, and through different relations, the learning experiences emerging from the gaming processes.
@InProceedings{PERNA2017EDU,
author = {Perna, S. and Lo Monaco, F. and Città, G. and Dal Grande, V. and Gentile, M. and La Guardia, D. and Ottaviano, S. and Allegra, M.},
title = {EDUCATIONAL POTENTIAL MAPPER - A SEMANTIC-BASED TOOL FOR ANALYSING AND DESIGNING SERIOUS GAMES},
series = {11th International Technology, Education and Development Conference},
booktitle = {INTED2017 Proceedings},
isbn = {978-84-617-8491-2},
issn = {2340-1079},
doi = {10.21125/inted.2017.1956},
url = {http://dx.doi.org/10.21125/inted.2017.1956},
publisher = {IATED},
location = {Valencia, Spain},
month = {6-8 March, 2017},
year = {2017},
pages = {8298-8307}}
TY - CONF
AU - S. Perna AU - F. Lo Monaco AU - G. Città AU - V. Dal Grande AU - M. Gentile AU - D. La Guardia AU - S. Ottaviano AU - M. Allegra
TI - EDUCATIONAL POTENTIAL MAPPER - A SEMANTIC-BASED TOOL FOR ANALYSING AND DESIGNING SERIOUS GAMES
SN - 978-84-617-8491-2/2340-1079
DO - 10.21125/inted.2017.1956
PY - 2017
Y1 - 6-8 March, 2017
CI - Valencia, Spain
JO - 11th International Technology, Education and Development Conference
JA - INTED2017 Proceedings
SP - 8298
EP - 8307
ER -
S. Perna, F. Lo Monaco, G. Città, V. Dal Grande, M. Gentile, D. La Guardia, S. Ottaviano, M. Allegra (2017) EDUCATIONAL POTENTIAL MAPPER - A SEMANTIC-BASED TOOL FOR ANALYSING AND DESIGNING SERIOUS GAMES, INTED2017 Proceedings, pp. 8298-8307.
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