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Towards a quest-based contextualization process for game-basedlearning

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2014

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Acad Conferences Ltd

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Organizational Unit
Yazılım Mühendisliği
Bölümümüzün içinde bulunduğumuz bilişim çağının en önemli unsuru olan yazılım sektörüne etkin katkıda bulunabilecek mühendisler yetiştirmeyi hedeflemektedir.
Organizational Unit
Bilgisayar Mühendisliği
Bölümümüzün temel amacı iş yaşamındaki kapsamlı problemlere profesyonel sorumluluk ve etik bilinciyle, bireysel ve takım içinde, teknolojik değişimlere hızla uyum sağlayarak çözüm geliştirebilen ve uygulayabilen, bilgisayar bilimleri ve mühendisliği alanında akademik ve ileri düzey araştırma ve geliştirme yapabilen, yenilikçi ve girişimci bir vizyonla ulusal ve uluslararası düzeyde yeni teknolojilerin geliştirilmesine ve mevcutların iyileştirilmesine katkı verebilen, mesleklerinde saygı duyulan mezunlar yetiştirmeyi hedeflemektedir.

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Abstract

This study proposes a quest-based contextualization (QBC) process, which transforms part of a traditional lecture into a well-defined questing structure. The goal is to create a learning experience by using a systematic game-based questing approach. The QBC procedure is a set of sequential tasks defined by the game designer to reflect the instructional objectives of the course. It is formed as an interaction perspective from which a game system can be materialized, and which aims to improve the quality of the game flow and the user experience in a game-based learning environment. We claim that a game-based contextualization process can be used to restructure a traditional lecture in terms of educational quests. In particular, it was hypothesized that the design of such a quest-line should be constructed as a questing structure based on the chain of events, which are extracted from lecture notes. In the formulation of this design, the key events were discussed in an interview with an expert (i.e. content specialist) from a target field. This interview was transcribed, and further analyzed using an iterative qualitative approach as an interpretive analysis technique where an inductive proposition is considered for contextualization of data. This research used a thematic analysis methodology to explore the situations, which are suitable for questing and might be expandable into categories. Furthermore, questable points from the data were captured and situational elements and conversational key points were rigorously categorized. After building the initial mapping, we conducted a second interview with the same area expert to refine our preliminary findings. To evaluate our approach from the game design perspective, we sought advice from a small group of game design experts and practitioners who are recognized knowledgeable individuals in educational game development. Based on the opinion of four game design experts, the questing structure was revised and several game elements, such as extra battles, puzzles, and achievements, were added to support the elements of fun. Three of the experts argued that the proposed questing structure was highly educational, while the fourth claimed that such an improvement was partially important. These findings, while preliminary, suggested that a well-defined questing structure should be useful to improve the quality of a game-based learning environment.

Description

Yilmaz, Murat/0000-0002-2446-3224; O'Connor, Rory/0000-0001-9253-0313; Saran, Murat/0000-0002-8652-3392

Keywords

Game-Based Learning, Quest Creation Process, Contextualization, Questing Structure, Thematic Analysis, Expert Reviews

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Citation

Yılmaz, Murat; Saran, Murat; O'Connor, Rory, "Towards a quest-based contextualization process for game-basedlearning" Proceedings Of The 8th European Conference On Games Based Learning (ECGBL 2014), Vol.1-2, pp.645-651, (2014)

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Source

8th European Conference on Games Based Learning (ECGBL) -- OCT 09-10, 2014 -- Univ Appl Sci, Res & Training Ctr Culture & Comp Sci, Berlin, GERMANY

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Start Page

645

End Page

651

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