Abstract
Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of four guiding principles: (1) immerse oneself in the new learning context, (2) collaborate with locals to balance the efforts towards a common aim, (3) reconsider the design solutions to achieve the common aim and (4) be constructive and critical in your contribution.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Alessi, S.M., Trollip, S.R.: Multimedia for Learning – Methods and Development, 3rd edn. Allyn and Bacon, Needham Heights, MA (2001)
Arsenault, D.: Video game genre, evolution and innovation. Eludamos. J. Comput. Game Cul. 3(2), 149–176 (2009)
Bada, J.K., Duveskog, M., Suhonen, J., Sutinen, E.:. Towards viable technology for HIV/AIDS education. In: Conference Proceedings/IIMC. Presented at the IST Africa, Kampala, Uganda (2009)
Björk, S., Holopainen, J.: Patterns in Game Design, 1st edn. Charles River Media, Hinghman, MA (2004)
Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press, Cambridge, MA (2010)
Botha, A., van der Berg, M., Batchelor, J., Islas Sedano, C.: Ability Through Mobility. In: Remenyi, D. (ed.) Proceedings of the 3rd International Conference on e-Learning, pp. 43–48. Presented at the 3rd International Conference on e-Learning, Cape Town, South Africa (2008)
Brathwaite, B., Brenda B., Schreiber, I.: Challenges for Game Designers, 1st edn. Charles River Media a Part of Course Technology, Cengage Learning, Boston, MA (2009)
Brown, J.S., Collins, A., Duguid, P.: Situated cognition and the culture of learning. Educ. Res. 18(1), 32–42 (1989)
Castronova, E.: Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago (2005)
Clark, D., Glazer, S.: Questing: A Guide to Creating Community Treasure Hunts. University Press of New England, NH (2004)
Corradini, A., Mehta, M., Bernsen, N.-O., Charfuelan, M.: Animating an interactive conversational character for an educational game system. In: Proceedings of the 10th International Conference on Intelligent User Interfaces, IUI ’05, pp. 183–190 (2005)
Cross, N.: Designerly Ways of Knowing, 1st edn. Springer, Germany (2006)
Fullerton, T., Swain, C., Hoffman, S.: Game Design Workshop. CMP Books, San Francisco, CA (2004)
Gardner, H.: Frames of Mind: The Theory of Multiple Intelligences, 3rd edn. Basic Books, New York (2004)
Gee, J.P.: What Video Games Have To Teach Us About Learning and Literacy, 1st edn. Palgrave Macmillan, New York (2003)
Huizinga, J.: Homo Ludens. A Study of Play-Element in Culture. Beacon Press, Boston, USA (1955)
Islas Sedano, C.I., Laine, T.H., Vinni, M., Sutinen, E.: Where is the answer?: the importance of curiosity in pervasive mobile games. In: Proceedings of the 2007 Conference on Future Play, pp. 46–53. Toronto, Canada (2007)
Islas Sedano, C., Harteveld, C., Sutinen, E.: Role of context in digital game design. Under review (2011a)
Islas Sedano, C., Sutinen, E., Vinni, M., Laine, T.: Designing hypercontextualized games: a case study with LieksaMyst. Educ. Technol. Soc. (accepted) (2011b)
Jormanainen, I., Korhonen, P.: Science festivals on computer science recruitment. In: Proceedings of the 10th Koli Calling International Conference on Computing Education Research, pp. 72–73 (2010)
Juurola, L.: InnoApaja: innovative learning at the museum of technology. In: Kräutler, H. (ed.) HERITAGE LEARNING MATTERS Museums and Universal Heritage, p. 356. Presented at the ICOM/CECA ’07 (Committee for Education and Cultural Action within the International Council of Museums), Vienna, Austria: Schlebrügge. http://www.schlebruegge.com/icom_e.htm (2007)
Juurola, L.: Tekniikan museossa pelataan mobiilipeliä. Luova-verkkolehti. Luma-keskus, Helsingin yliopisto. http://www.eluova.fi/index.php?id=392 (2008, August 30)
Laine, T., Vinni, M., Islas Sedano, C., Joy, M.: On designing a pervasive mobile learning platform. ALT-J 18(1), 3–17 (2010)
Laine, T.H., Nygren, E., Sutinen, E., Islas Sedano, C., Joy, M., Blignaut, S.: Ubiquitous mathematics from South Africa to Finland: does reverse transfer work? In: Chen, I., Kidd, T. (eds.) Ubiquitous Learning: Strategies for Pedagogy, Course Design and Technology, pp. 249–282. Information Age Publishing Charlotte, NC (2011)
Lincoln, D.Y., Guba, D.E.G.: Naturalistic Inquiry, 1st edn. Sage, Thousand Oaks, CA (1985)
Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., Read, J.C.: Bringing tabletop technologies to kindergarten children. In: Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, BCS-HCI ’09, pp. 103–111. British Computer Society, Swinton, UK. http://portal.acm.org/citation.cfm?id=1671011.1671023 (2009)
Miloš, M., Miroslav, M., Miroslav, L., Dušan, S.: Mobile educational game: adventure anywhere. In: Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI ’09, pp. 66:1–66:2 (2009)
Nuutinen, J.: Nucleus model for designing social mindtools: woven stories (Doctoral dissertation, publication in department of computer science and statistics No. 25). University of Joensuu, Joensuu, Finland. http://joypub.joensuu.fi/publications/dissertations/nuutinen_nucleus/index_en.html (2009, September 18)
Pagis, D.: Toward a theory of the literary riddle. In: Hasan-Rokem, G., Shulman, D. (eds.) Untying the Knot: On Riddles and Other Enigmatic Modes, pp. 81–108. University of Oxford Press, New York (1996)
Prensky, M.: Digital game-based learning. Comput. Entertain. 1, 21–21 (2003)
Ravenscroft, A., McAlister, S.: Digital games and learning in cybespace: a dialogical approach. E-Learning 3(1), 38–51 (2006). doi:10.2304/elea.2006.3.1.37
Robson, C.: Real World Research: A Resource for Social Scientists and Practitioner-Researchers, 2nd edn. Wiley-Blackwell, Oxford (2002)
Salen, K., Zimmerman, E.: Rules of Play. Game Design Fundamentals. MIT Press, Cambridge, MA (2004)
Saunders, M.N.K., Thornhill, A., Lewis, P.: Research Methods for Business Students, 5th edn. Prentice Hall, Harlow (2009)
Schell, J.: The Art of Game Design: A Book of Lenses, 1st ed. Morgan Kaufmann, San Francisco, CA (2008)
Rubik: http://www.rubiks.com/ (2010). Accepted 16 Mar 2011
SciMyst: http://cs.joensuu.fi/SciMyst/2008/index.htm. Accepted 17 Mar 2011
TekMyst. http://cs.joensuu.fi/scimyst/tekmyst/index.php. Accepted 15 Oct 2010
Volet, S.: Learning across cultures: appropriateness of knowledge transfer. Int. J. Educ. Res. 31(7), 625–643 (1999)
Volet, S.: Understanding learning and motivation in context: a multi-dimensional and multi-level cognitive-situative perspective. In: Volet, S., Jäverlä, S. (eds.) Motivation in Learning Contexts: Theoretical Advances and Methodological Implications, Advances in Learning and Instruction, 1st edn. pp. 57–82. Elsevier, London/New-York (2001)
Willingham, D.T.: Critical thinking: why is it so hard to teach? Arts Educ. Policy Rev. 109(4), 21–29 (2008)
Woodford, D.: Abandoning the Magic Circle. Presented at the Breaking the Magic Circle seminar, Tampere, Finland. http://www.dpwoodford.net/Papers/MCSeminar.pdf (2007, April)
Acknowledgement
The authors would like to express their appreciation to the SciFest organizational team for their trust and support, and the festival’s exhibitors who allowed us to use their subject content in SciMyst. In addition we would like to express our gratitude to the personnel of The Museum of Technology in Helsinki and to Marjo Mikkola who allowed us to test TekMyst. We especially want to express our gratitude to Leenu Juurola and Riina Linna who created the content for TekMyst and who have supported us unconditionally.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag London Limited
About this chapter
Cite this chapter
Islas Sedano, C., Pawlowski, J., Sutinen, E., Vinni, M., Laine, T.H. (2011). From Global Games to Re-contextualized Games: The Design Process of TekMyst. In: Ma, M., Oikonomou, A., Jain, L. (eds) Serious Games and Edutainment Applications. Springer, London. https://doi.org/10.1007/978-1-4471-2161-9_11
Download citation
DOI: https://doi.org/10.1007/978-1-4471-2161-9_11
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-4471-2160-2
Online ISBN: 978-1-4471-2161-9
eBook Packages: Computer ScienceComputer Science (R0)