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Chapter 3 - Instructional and Gaming Elements

What Are They and Where Do They Intersect?

Published online by Cambridge University Press:  05 May 2015

Katelyn Procci
Affiliation:
University of Central Florida
Clint Bowers
Affiliation:
University of Central Florida
Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
Susan L. Coleman
Affiliation:
Intelligent Decision Systems, Inc.
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Summary

Abstract

Serious game design presents a unique challenge to researchers and developers alike. The most successful games are designed by integrating two disparate bodies of knowledge: training and education, and high-quality game design. Simply pairing instructional elements with traditional game elements, however, is often inadequate. In an attempt to improve serious game design, we review several effective instructional mechanisms extracted from the science of learning literature and discuss ways that they can be directly implemented in games. We make explicit suggestions as to how serious games should be designed with respect to core elements of gameplay, sensory and perceptual elements, and cognitively focused elements.

The “Whys” and “Hows” of Serious Games

Sitting in the quiet glow of the monitor, she slips the headphones over her ears. Within moments, she’s in the game. She’s examining the virtual room for clues and contemplating her next move. She raises her gun, and with two quick shots and a running start, she i nds herself thrown face-i rst into a wall. Unhappy with this result, she tries again, this time experimenting with portal placement and springboard jumps until she builds up enough momentum to successfully launch herself out of the room and into the next area. The music picks up and the sound of a nearby enemy chattering away is heard. As she’s about to face her next challenge, her teacher flips on the lights, signaling to the class that it is time to stop playing Portal 2 (Valve, 2011) and come together to discuss the day’s physics lesson on how acceleration can be applied in the game to beat that level.

Type
Chapter
Information
Design and Development of Training Games
Practical Guidelines from a Multidisciplinary Perspective
, pp. 55 - 92
Publisher: Cambridge University Press
Print publication year: 2014

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