Skip to main content

Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism

  • Conference paper
  • First Online:
Book cover Games and Learning Alliance (GALA 2014)

Abstract

Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns. From a practical perspective, this transition lacks methodology and requires a leap of faith from a prospective customer in the ability of a SG developer to deliver a game that will achieve the desired learning outcomes. A series of workshops were thus conducted to present and apply a preliminary exposition though a purpose-processing methodology to probe various SG design aspects, in particular how serious game design patterns map with pedagogical practices. The objective was to encourage dialogue and debate on core assumptions and emerging challenges to help develop robust methods and strategies to better SG design and its interconnectedness with pedagogy.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 34.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Suttie, N., Louchart, S., Lim, T., Macvean, A., Westera, W., Brown, D., Djaouti, D.: Introducing the “serious games mechanics” a theoretical framework to analyse relationships between “game” and “pedagogical aspects” of serious games. Procedia Comput. Sci. 15, 314–315 (2012)

    Article  Google Scholar 

  2. Arnab, S., Berta, R., Earp, J., De Freitas, S., Popescu, M., Romero, M., Usart, M.: Framing the adoption of serious games in formal education. Electron. J. e-Learn. 10(2), 159–171 (2012)

    Google Scholar 

  3. Lim, T., Louchart, S., Suttie, N., Hauge, J.B., Stanescu, I.A., Ortiz, I.M., Moreno-Ger, P., Bellotti, F., Carvalho, M.B., Earp, J., Ott, M., Arnab, S., Berta, R.: Narrative serious game mechanics (NSGM) – insights into the narrative-pedagogical mechanism. In: Göbel, S., Wiemeyer, J. (eds.) GameDays 2014. LNCS, vol. 8395, pp. 23–34. Springer, Heidelberg (2014)

    Chapter  Google Scholar 

  4. Lim, T., Louchart, S., Suttie, N., Hauge, J.B., Stanescu, I.A., Bellotti, F., Carvalho, M.B., Earp, J., Ott, M., Arnab, S., Brown, D.: Serious game mechanics, workshop on the ludo-pedagogical mechanism. In: Göbel, S., Wiemeyer, J. (eds.) GameDays 2014. LNCS, vol. 8395, pp. 186–189. Springer, Heidelberg (2014)

    Chapter  Google Scholar 

  5. Games and Learning Alliance conference (GALA) (2014). http://www.galaconf.org/2014/

  6. Baalsrud-Hauge, J., Lim, T., Louchart, S., Stanescu, I.A., Ma, M., Marsh, T.: Game mechanics supporting pervasive learning and experience in games, serious games, and interactive & social media. In: The 14th International Conference on Entertainment Computing (ICEC) (2015). http://icec2015.idi.ntnu.no/?page_id=19

  7. http://patternlanguagenetwork.wordpress.com/about/

  8. http://www.pedagogicalpatterns.org/

  9. Rogers, Y., Muller, H.: A framework for designing sensor-based interactions to promote exploration and reflection in play. Int. J. Hum Comput Stud. 64(1), 1–14 (2006). doi:10.1016/j.ijhcs.2005.05.004

    Article  Google Scholar 

  10. Good, J., Robertson, J.: CARSS: a framework for learner-centred design with children. Int. J. Artif. Intell. Educ. 16(4), 381–413 (2006)

    Google Scholar 

  11. Bjork, S., Holopainen, J.: Games and design patterns. In: Salen, K., Zimmerman, E. (eds.) The Game Design Reader, pp. 410–437. MIT Press, Cambridge (2006)

    Google Scholar 

  12. Kelle, S., Klemke, R., Specht, M.: Design patterns for learning games. IJTEL 3(6), 555–569 (2011)

    Article  Google Scholar 

  13. Karagiorgi, Y., Symeou, L.: Translating constructivism into instructional design: potential and limitations. Educ. Tech. Soc. 8(1), 17–27 (2005)

    Google Scholar 

  14. Marfisi-Schottman, I., Labat, J.M., Carron, T.: Building on the case teaching method to generate learning games relevant to numerous educational fields. In: 2013 IEEE 13th International Conference on Advanced Learning Technologies (ICALT), pp. 156–160, July 2013

    Google Scholar 

  15. Djaouti, D., Alvarez, J., Jessel, J.P., Methel, G., Molinier, P.: A gameplay definition through videogame classification. Int. J. Comput. Games Technol. 2008, 4 (2008). doi:10.1155/2008/470350

    Article  Google Scholar 

Download references

Acknowledgments

This project is partially funded under the European Community Seventh Framework Programme (FP7/2007 2013), Grant Agreement nr. 258169 and EPSRC/IMRC grants 113946 and 112430.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to T. Lim .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Lim, T. et al. (2015). Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2014. Lecture Notes in Computer Science(), vol 9221. Springer, Cham. https://doi.org/10.1007/978-3-319-22960-7_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-22960-7_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-22959-1

  • Online ISBN: 978-3-319-22960-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics