Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedagogy in SG design remain unclear, and narrative's elemental influence on learning outcomes is not yet fully understood. This paper reports efforts to shed light on these issues by way of a purpose-processing methodology, the ultimate aim of which is to help map serious game design patterns and pedagogical practices. In the case of narrative, the intention is to establish whether Narrative Serious Game Mechanics (NSGM) provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.

Narrative Serious Game Mechanics (NSGM) - Insights into the narrative-pedagogical mechanism

J Earp;M Ott;
2014

Abstract

Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedagogy in SG design remain unclear, and narrative's elemental influence on learning outcomes is not yet fully understood. This paper reports efforts to shed light on these issues by way of a purpose-processing methodology, the ultimate aim of which is to help map serious game design patterns and pedagogical practices. In the case of narrative, the intention is to establish whether Narrative Serious Game Mechanics (NSGM) provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.
2014
Istituto per le Tecnologie Didattiche - ITD - Sede Genova
Inglese
Stefan Göbel, Josef Wiemeyer (Eds.)
Games for Training, Education, Health and Sports
4th International Conference on Serious Games, GameDays 2014
23
34
12
978-3-319-05971-6
http://link.springer.com/book/10.1007%2F978-3-319-05972-3
Springer Basel
Basel
SWAZILAND
Sì, ma tipo non specificato
01-05/04/2014
Darmstadt, Germany
computer aided instruction
Java programming language
Personnel training
Critical thinking skills
Design Patterns
Game-based learning environments
Gameplay
Learning outcome
Pedagogical practices
Serious games
Case based reasoning
serious games
games based learning
game mechanics
narrative
12
reserved
Lim, T; Louchart, S; Suttie, N; Baalsrud Hauge, J; Stanescu, Ia; M Ortiz, I; Morenoger, P; Bellotti, F; Carvalho, M; Earp, J; Ott, M; Arnab, S...espandi
273
info:eu-repo/semantics/conferenceObject
04 Contributo in convegno::04.01 Contributo in Atti di convegno
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/249766
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