Balancing pedagogy, game and reality components within a unique serious game for training levee inspection |
Technologies for E-Learning and Digital Entertainment, LNCS 4469 - Proceedings of Edutainment 2007, page 128--139 - jun 2007
Most educational or training games, also referred to as serious games, have been developed without an underlying design theory. In order to make a contribution to the development of such a theory, we present the underlying design philosophy of Levee Patroller, a 3D first-person game used to train levee patrollers in the Netherlands. This approach stipulates that the design of a serious game is a multi-objective problem where trade-offs need to be made. Making these trade-offs takes place in a 'design space' defined by three general boundary criteria: 1. fun (game), 2. learning (pedagogy), and 3. validity (reality). The various tensions between these three criteria make it difficult to `balance' or create harmony in a serious game. We illustrate this process with a discussion on the design of Levee Patroller. In addition, we translate the aforementioned general design criteria into a number of concrete design requirements for serious games.
Images and movies
BibTex references
@InProceedings { HGMB07a, author = "Harteveld, Casper and Guimaraes, Rui and Mayer, Igor and Bidarra, Rafael", title = "Balancing pedagogy, game and reality components within a unique serious game for training levee inspection", booktitle = "Technologies for E-Learning and Digital Entertainment, LNCS 4469 - Proceedings of Edutainment 2007", pages = "128--139", month = "jun", year = "2007", editor = "Hui, K et al.", publisher = "Springer", address = "Hong Kong, China", note = "ISBN 978-3-540-73010-1", url = "http://graphics.tudelft.nl/Publications-new/2007/HGMB07a" }