Abstract
Adventure games for educational purpose, which is termed of eduventure, show many advantages. In this paper, a group of core concepts which is essential to eduventure game design is found. In order to prevent eduventure game designer from continually rediscovering of these core elements, we clarify the functionalities of these core concepts and form them into a collaborated conceptual framework. We also show how the Conceptual Eduventure Framework can be reused in eduventure game design and how it can serve as a tool which can adjust the balance between instruction and entertainment. Furthermore, we implement the Conceptual Eduventure Framework in TorqueScript so that it becomes a library of building blocks which can be reused in eduventure game development based on Torque Game Engine. As evaluation and application, an eduventure game project is built based on the TorqueScript Eduventure Framework which can be applied in freshman training.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Mitchell, A., Savill-Smith, C.: The use of computer and video games for learning. Learning and Skills Development Agency, London (2004)
Parkkinen, P., Sutinen, E.: A fantasy adventure game as a learning environment: why learning to program is so difficult and what can be done about it. Bridging Ancient and Modern Cultures: Folklore in Multimedia British Journal of Educational Technology 30(3), 277–279 (1999) doi:10.1111/1467-8535.00116
Halff, H.M.: Adventure games for science education: Generative methods in exploratory environments. In: the Workshop on Educational Games as Intelligent Learning Environments, 12th International Conference on Artificial Intelligence in Education, AI ED 2005, Amsterdam, The Netherlands (August 2005)
Ferdinand, P., Mller, S., Ritschel, T., Wechselberger, U.: The Eduventure - A New Approach of Digital Game Based Learning Combining Virtual and Mobile Augmented Reality Games Episodes. In: Pre-Conference Workshop Game based Learning of DeLFI 2005 and GMW 2005 Conference, Rostock, Germany, September 13, 2005 (2005)
Noh, S.S., Hong, S.D., Park, J.W.: Using a Game Engine Technique to Produce 3D Entertainment Contents. In: Pan, Z., Cheok, A.D., Haller, M., Lau, R.W.H., Saito, H., Liang, R. (eds.) ICAT 2006. LNCS, vol. 4282, pp. 246–251. Springer, Heidelberg (2006)
GarageGames Inc. (2007), http://www.garagegames.com/
Carbonaro, M., Cutumisu, M., Duff, H., Gillis, S., Onuczko, C., Schaeffer, J., Schumacher, A., Siegel, J., Szafron, D., Waugh, K.: Adapting a Commercial Role-Playing Game for Educational Computer Game Production. GameOn North America, 54–61 (September 2006)
Nieborg, D.B.: Am I Mod or Not? - an Analysis of First Person Shooter Modification Culture. In: Creative Gamers Seminar - Exploring Participatory Culture in Gaming, Hypermedia Laboratory (University of Tampere) (2005), GameSpace.nl/research.htm
Author information
Authors and Affiliations
Editor information
Rights and permissions
Copyright information
© 2008 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Hu, W. (2008). A Reusable Eduventure Game Framework. In: Pan, Z., Cheok, A.D., Müller, W., El Rhalibi, A. (eds) Transactions on Edutainment I. Lecture Notes in Computer Science, vol 5080. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69744-2_7
Download citation
DOI: https://doi.org/10.1007/978-3-540-69744-2_7
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-69737-4
Online ISBN: 978-3-540-69744-2
eBook Packages: Computer ScienceComputer Science (R0)