Abstract
The present study seeks to review an educational video game design model proposed by Navarro and his collaborators. For this purpose, the study analyzes the development and design of three educational video games that used this model. Based on these experiences, the modifications made include 1) Inclusion of work teams, 2) Inclusion of iterative processes, 3) Eliminate Rules as a component of the model, and 4) a revision of the definitions of the components. The main input of the obtained results resides in the development of a framework for educational video game design that combines design areas with the necessary educational components to achieve the learning objectives proposed.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Gee, J.P.: Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo. Málaga: Aljibe (2004)
Marín Díaz, V., García Fernández, M.: Los videojuegos su capacidad didáctico-formativa. Pixel-Bit. Revista de Medios y Educación 26, 113–119 (2005)
Eguía, J.L., Contreras, R.S., Solano Albajés, L.: Videojuegos: Conceptos, historia y su potencial como herramientas para la educación (2012)
Alarcia, D.T., Barco, D.I.: Videojuegos y aprendizaje de la Historia: la saga Assasin’s Creed. Contextos Educativos. Rev. de Edu. 17, 145–155 (2014)
Kato, P.M.: Video games in health care: closing the gap. Rev. Gen. Psychol. 14(2), 113–121 (2010)
Primack, B.A., et al.: Role of video games in improving health-related outcomes: a systematic review. Am. J. Prev. Med. 42(6), 630–638 (2012)
Granic, I., Lobel, A., Engels, R.C.: The benefits of playing video games. Am. Psychol. 69(1), 66 (2014)
Marín, A.A.L., López, J.M.C., Bernal, B.V., Marín, J.A.L.: ¿Qué concepciones tienen los docentes en ejercicio y en formación inicial, sobre el uso didáctico de los videojuegos?. In: Bravo Galán, J.L. (eds.) 27 Encuentros de Didáctica de las Ciencias Experimentales, pp. 543--551. Badajoz: UEXAPICE (2016)
Jackson, L.A., Witt, E.A., Games, A.I., Fitzgerald, H.E., Von Eye, A., Zhao, Y.: Information technology use and creativity: findings from the children and technology project. Comput. Hum. Behav. 28(2), 370–376 (2012)
Navarro, R., Zapata, C., Vega, V., Chiroque, E.: Videogames, motivation and history of Peru: designing an educational game about Mariano Melgar. In: Ahram, T.Z. (ed.) AHFE 2018. AISC, vol. 795, pp. 283–293. Springer, Cham (2019). https://doi.org/10.1007/978-3-319-94619-1_28
Navarro Fernandez, R., Martinez Palomino, S., Vega Velarde, V., Zapata Del Rio, C., Chiroque Landayeta, V.: Game design model for educational history videogames. In: Marcus, A., Wang, W. (eds.) HCII 2019. LNCS, vol. 11583, pp. 307–323. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-23570-3_23
Sáez-López, J.M., Miller, J., Vázquez-Cano, E., Domínguez-Garrido, M.C.: Exploring application, attitudes and integration of video games: MineCraftedu in middle school. Educ. Technol. Soc. 18(3), 114–128 (2015)
Dickey, M.D.: Game design narrative for learning: appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educ. Tech. Res. Dev. 54(3), 245–263 (2006)
Young, M.F., et al.: Our princess is in another castle: a review of trends in serious gaming for education. Rev. Educ. Res. 82(1), 61–89 (2012)
Clark, D.B., Tanner-Smith, E.E., Killingsworth, S.S.: Digital games, design, and learning: a systematic review and meta-analysis. Rev. Educ. Res. 86(1), 79–122 (2016)
Adams, E.: Fundamentals of game design. Pearson Education, USA (2014)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Palomino, S.L.M., Landayeta, V.E.C., Velarde, M.V.V., Chueca, M.J.E., Delmás, E.A.M. (2021). A Theoretical Model of Video Game Design in the Educational Context. In: Ahram, T.Z., Falcão, C.S. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2021. Lecture Notes in Networks and Systems, vol 275. Springer, Cham. https://doi.org/10.1007/978-3-030-80091-8_23
Download citation
DOI: https://doi.org/10.1007/978-3-030-80091-8_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-80090-1
Online ISBN: 978-3-030-80091-8
eBook Packages: EngineeringEngineering (R0)