Mapping learning and game mechanics for serious games analysis
Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara Freitas de, Sandy Louchart, Neil Suttie, Riccardo Berta, Alessandro De Gloria
British Journal of Educational Technology Volume 46, Number 2, ISSN 0007-1013 e-ISSN 0007-1013 Publisher: Wiley
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games, which has a focus upon pedagogy-driven . This paper relies on the assumption that the fundamental aspect of SG design consists in the translation of learning goals/practices into mechanical element of gameplay, serving to an instructional purpose beside that of play and fun. This paper proposes the Learning Mechanics–Game Mechanics (LM-GM) model, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in an SG. The LM-GM model includes a set of pre-defined game mechanics and pedagogical elements that we have abstracted from literature on game studies and learning theories.
Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., Freitas de, S., Louchart, S., Suttie, N., Berta, R. & De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391-411. Wiley.
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