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Authenticity in Learning Game: How It Is Designed and Perceived

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Sustaining TEL: From Innovation to Learning and Practice (EC-TEL 2010)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 6383))

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Abstract

A key concern in game-based learning is the level of authenticity games require in order to match what learners can expect in the real world, what keeps them engaged in the game, and what they need to learn. We examined authenticity or credibility in a game from the learner’s perspective. There are very few studies on this aspect. We propose that authenticity is the result of a compromise between external authenticity (perceived likeness with real life reference), internal authenticity (perceived internal coherence of proposed situations) and didactical authenticity (perceived relevance about learning goals). Our empirical exploratory study investigated undergraduate students’ perceptions of authenticity in healthcare game LoE. First, we suggest some attributes for learning games expected to favour game authenticity. We present the choices made for LoE as result of the compromise between the three aspects of authenticity. Second, we analyze students’ behaviour and judgments on authenticity.

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Gonçalves, C., Croset, MC., Ney, M., Balacheff, N., Bosson, JL. (2010). Authenticity in Learning Game: How It Is Designed and Perceived. In: Wolpers, M., Kirschner, P.A., Scheffel, M., Lindstaedt, S., Dimitrova, V. (eds) Sustaining TEL: From Innovation to Learning and Practice. EC-TEL 2010. Lecture Notes in Computer Science, vol 6383. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16020-2_8

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  • DOI: https://doi.org/10.1007/978-3-642-16020-2_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16019-6

  • Online ISBN: 978-3-642-16020-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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