MIT Libraries logoDSpace@MIT

MIT
View Item 
  • DSpace@MIT Home
  • MIT Open Access Articles
  • MIT Open Access Articles
  • View Item
  • DSpace@MIT Home
  • MIT Open Access Articles
  • MIT Open Access Articles
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters

Author(s)
Marsh, Tim; Nickole, Li Zhiqiang; Xuejin, Chuang; Klopfer, Eric; Osterweil, Scot; Haas, Jason Matthew; ... Show more Show less
Thumbnail
DownloadFun Learning-- Balancing Design and Development Dimensions in Serious Games. Serious Games and Edutainment Applications.pdf (1005.Kb)
OPEN_ACCESS_POLICY

Open Access Policy

Creative Commons Attribution-Noncommercial-Share Alike

Alternative title
Serious Games and Edutainment Applications
Terms of use
Creative Commons Attribution-Noncommercial-Share Alike http://creativecommons.org/licenses/by-nc-sa/4.0/
Metadata
Show full item record
Abstract
This chapter describes the development of four versions of a game for learning and comparative study carried out in a Singapore high school to shed light on the effectiveness of puzzle and narrative-based games in engaging students, their learning experience and understanding of the physics concepts of displacement and velocity. In particular, it describes the introduction of an off-screen character to help reach a synergy of fun and learning, through an optimal blend of design and development dimensions. The off-screen character achieves this through narration of an extended narrative/story intertwined with aspects of the learning topics. In this way the character’s purpose is twofold; firstly, as part of the narrative/story and secondly, as learning partner or assistant. Results from the study demonstrate that while some aspects of learning were comparable from both the puzzle and narrative versions of the game, the narrative versions provided a flexible and powerful approach to introduce technical/scientific terms and language associated with the topics of learning. In addition, players consistently rated the narrative versions as being more fun, more exciting, and more engaging. While relatively simple, it is argued that this approach is cost-effective and accessible in informing academics and teachers in schools in customizing their own virtual environments, simulations, games for learning, serious games, and commercially available off-the-shelf titles (COTS) with topics from the curriculum.
Date issued
2011
URI
http://hdl.handle.net/1721.1/109614
Department
Massachusetts Institute of Technology. Department of Urban Studies and Planning; Program in Media Arts and Sciences (Massachusetts Institute of Technology)
Publisher
Springer-Verlag
Citation
Marsh, Tim et al. "Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters." Serious Games and Edutainment Applications. Eds. Minhua Ma, Andreas Oikonomou, and Lakhmi C. Jain. New York: Springer, 2011. pp. 273-288.
Version: Author's final manuscript
ISBN
978-1-4471-2160-2
978-1-4471-2161-9

Collections
  • MIT Open Access Articles

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

Login

Statistics

OA StatisticsStatistics by CountryStatistics by Department
MIT Libraries
PrivacyPermissionsAccessibilityContact us
MIT
Content created by the MIT Libraries, CC BY-NC unless otherwise noted. Notify us about copyright concerns.