Digital Educational Games: Methodologies for Evaluating the Impact of Game Type
- Submitting institution
-
The University of Leicester
- Unit of assessment
- 11 - Computer Science and Informatics
- Output identifier
- 1419
- Type
- D - Journal article
- DOI
-
10.1145/3177881
- Title of journal
- ACM Transactions on Computer - Human Interaction
- Article number
- 8
- First page
- 8:1
- Volume
- 25
- Issue
- 2
- ISSN
- 1073-0516
- Open access status
- Compliant
- Month of publication
- April
- Year of publication
- 2018
- URL
-
-
- Supplementary information
-
https://doi.org/10.1145/3177881
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
-
1
- Research group(s)
-
-
- Citation count
- 5
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- This paper bridges a gap in game-based learning by systematically analysing the impact of the game type choice on learning effect and experience with digital educational games (DEGs). It introduces and demonstrates the viability and efficacy of our novel Game Elements-Attributes Model (GEAM) and Game Genre Map, which can be very useful tools to the game research community. For example, Troiano et al. (CHI2020) reported applying our Game Genre Map to code their game-based data. Our paper also obtains insights into the intricate relation between knowledge gain and gameplay experience that can influence the design of DEGs in the future.
- Author contribution statement
- -
- Non-English
- No
- English abstract
- -