Proceedings of the Korean Institute of Information and Commucation Sciences Conference (한국정보통신학회:학술대회논문집)
- 2019.05a
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- Pages.193-196
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- 2019
A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game
- Villegas, Tatiana Rincon ;
- Torres, Eric Avila ;
- Jeong, Jong-In ;
- Gang, Sin-Cheon ;
- Kim, Chang-Seok ;
- Kim, Ui-Jeong
- Published : 2019.05.23
Abstract
Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.
Keywords
- Computational Thinking;
- Game Design;
- Board Games;
- non-digital Games;
- Educational Games;
- Game-based learning