cris.boxmetadata.label.title
Building effective narratives for educational games
cris.boxmetadata.label.dateissued
01 browse.startsWith.months.october 2019
cris.boxmetadata.label.accesslevel
metadata only access
cris.boxmetadata.label.resourcetype
conference paper
cris.boxmetadata.label.authors
Mackenzie Presbyterian University
cris.boxmetadata.label.publisher
Institute of Electrical and Electronics Engineers Inc.
cris.boxmetadata.label.abstract
It is well-known that educational games often suffer from a complete no-alignment between game narrative and educational goals. Whilst the last are tied to curricular specifications and, in many times, inspired in textbooks and conventional exercises, narratives are meant to lead the player/student to the flow state. However, in educational games, such a state only is reached trough the combination of both, which is barely obtained by most of them. In this sense this paper proposes a foundational set of good practices for Educational Game Design, aiming to serve as a conceptual framework to support game designers, content creators and teachers/professors in this intrinsically multidisciplinary task, which is to seamlessly integrate narrative elements with game mechanics, dynamics and learning goals.
cris.boxmetadata.label.citationstartpage
299
cris.boxmetadata.label.citationendpage
305
cris.boxmetadata.label.language
English
cris.boxmetadata.label.ocdeknowledgeArea
Educación general (incluye capacitación, pedadogía)
cris.boxmetadata.label.subjects
cris.boxmetadata.label.doi
cris.boxmetadata.label.scopusidentifier
2-s2.0-85081116625
cris.boxmetadata.label.isbn
9781728142869
cris.boxmetadata.label.containerisbn
978-172814286-9
cris.boxmetadata.label.containerdoi
10.1109/LACLO49268.2019.00058
cris.boxmetadata.label.conference
Proceedings - 14th Latin American Conference on Learning Technologies, LACLO 2019
peru-layout.shadow-copies
Directorio de Producción Científica
Scopus