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Serious game framework for statistics learning in higher education

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Detalhes bibliográficos
Resumo:In recent years, video games have been growing in popularity and made their stand in the entertainment industry. This is reflected by the revenue increase in the video game industry and by the noticeable expansion of their target audience. Indeed, nowadays, video games are not only played by kids and teenagers, but adults are also spending their free time playing. This popularity is constantly leading to talks about incorporating video games in classrooms, referred to as serious games and using them as a learning strategy. Through simulations of day-to-day practical situations, or critical ones on a business environment, video games allow the development of capabilities, such as observation and reasoning skills. At the same time, Serious Games are strategically developed as a way to transmit knowledge to the users/students, and work as a tool in the learning process, applied to a variety of disciplinary areas, developing specific skills for each case. The main purpose of this dissertation is to develop a serious game framework, to provide a solid foundation for the creation of a full-fledged serious game to be used as an educational tool, to promote and present the day-to-day applicability of statistic concepts and in the exercise of decision making. The proposed idea is to create a challenging environment (investigation/pursuit of clues) where clues are contextualized in the statistics area through the practice of probability knowledge, confidence intervals and hypotheses tests. With this, the learning activities include decision making based on statistics’ subareas. The results of this work include an implementation of the first parts of the game and a game design featuring all aspects necessary to start further implementations. The work developed is a solid foundation for further development of the game. Specifically, the game structure and mechanics are defined, the core software architecture is implemented, as well as the start of the storyboard, serving as an example for other structural elements (scenes, dialogues, mini-games, etc.).
Autores principais:Barbosa, Tiago João Dias
Assunto:Serious games Higher education Statistics Storytelling Adaptive interaction Jogo sérios Educação superior Estatística Narrativa Interação adaptativa
Ano:2018
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Universidade do Minho
Idioma:inglês
Origem:RepositóriUM - Universidade do Minho
Descrição
Resumo:In recent years, video games have been growing in popularity and made their stand in the entertainment industry. This is reflected by the revenue increase in the video game industry and by the noticeable expansion of their target audience. Indeed, nowadays, video games are not only played by kids and teenagers, but adults are also spending their free time playing. This popularity is constantly leading to talks about incorporating video games in classrooms, referred to as serious games and using them as a learning strategy. Through simulations of day-to-day practical situations, or critical ones on a business environment, video games allow the development of capabilities, such as observation and reasoning skills. At the same time, Serious Games are strategically developed as a way to transmit knowledge to the users/students, and work as a tool in the learning process, applied to a variety of disciplinary areas, developing specific skills for each case. The main purpose of this dissertation is to develop a serious game framework, to provide a solid foundation for the creation of a full-fledged serious game to be used as an educational tool, to promote and present the day-to-day applicability of statistic concepts and in the exercise of decision making. The proposed idea is to create a challenging environment (investigation/pursuit of clues) where clues are contextualized in the statistics area through the practice of probability knowledge, confidence intervals and hypotheses tests. With this, the learning activities include decision making based on statistics’ subareas. The results of this work include an implementation of the first parts of the game and a game design featuring all aspects necessary to start further implementations. The work developed is a solid foundation for further development of the game. Specifically, the game structure and mechanics are defined, the core software architecture is implemented, as well as the start of the storyboard, serving as an example for other structural elements (scenes, dialogues, mini-games, etc.).