An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

abstract: Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design prin...

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Other Authors: Baron, Tyler John (Author)
Format: Doctoral Thesis
Language:English
Published: 2017
Subjects:
Online Access:http://hdl.handle.net/2286/R.I.44170
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spelling ndltd-asu.edu-item-441702018-06-22T03:08:26Z An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games abstract: Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient. This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code. Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed. Dissertation/Thesis Baron, Tyler John (Author) Amresh, Ashish (Advisor) Nelson, Brian C (Committee member) Niemczyk, Mary (Committee member) Arizona State University (Publisher) Computer science Cognitive psychology Educational technology Burst Games Educational Games Game Based Learning Game Mechanics Software Architecture eng 232 pages Doctoral Dissertation Engineering 2017 Doctoral Dissertation http://hdl.handle.net/2286/R.I.44170 http://rightsstatements.org/vocab/InC/1.0/ All Rights Reserved 2017
collection NDLTD
language English
format Doctoral Thesis
sources NDLTD
topic Computer science
Cognitive psychology
Educational technology
Burst Games
Educational Games
Game Based Learning
Game Mechanics
Software Architecture
spellingShingle Computer science
Cognitive psychology
Educational technology
Burst Games
Educational Games
Game Based Learning
Game Mechanics
Software Architecture
An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
description abstract: Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient. This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code. Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed. === Dissertation/Thesis === Doctoral Dissertation Engineering 2017
author2 Baron, Tyler John (Author)
author_facet Baron, Tyler John (Author)
title An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
title_short An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
title_full An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
title_fullStr An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
title_full_unstemmed An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
title_sort architecture for designing content agnostic game mechanics for educational burst games
publishDate 2017
url http://hdl.handle.net/2286/R.I.44170
_version_ 1718701456451698688