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Electronic Theses and Dissertations

University of Central Florida

Serious games

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Designing Games For Learning: An Investigation Of Instructional Designers, Game Designers, And Teachers Design Decisions And Epistemological Beliefs, Michelle Kepple Jan 2015

Designing Games For Learning: An Investigation Of Instructional Designers, Game Designers, And Teachers Design Decisions And Epistemological Beliefs, Michelle Kepple

Electronic Theses and Dissertations

Fields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, which include personal assumptions about constraints and perceived constraints in instructional practice. In order for games to be successful in classroom environments, classroom teachers need to be involved in the design process …


The Effects Of Narrative And Achievements On Learning In A 2d Platformer Video Game, Joseph Fanfarelli Jan 2014

The Effects Of Narrative And Achievements On Learning In A 2d Platformer Video Game, Joseph Fanfarelli

Electronic Theses and Dissertations

Game design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games. Achievements and narrative are two such components. They have been examined within gamified systems, but little research has studied them within the context of a serious game. The …


Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz Jan 2014

Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz

Electronic Theses and Dissertations

This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.


The Design And Evaluation Of A Video Game To Help Train Perspective-Taking And Empathy In Children With Autism Spectrum Disorder, Darin Hughes Jan 2014

The Design And Evaluation Of A Video Game To Help Train Perspective-Taking And Empathy In Children With Autism Spectrum Disorder, Darin Hughes

Electronic Theses and Dissertations

This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase …


Explicit Feedback Within Game-Based Training: Examining The Influence Of Source Modality Effects On Interaction, Benjamin Goldberg Jan 2013

Explicit Feedback Within Game-Based Training: Examining The Influence Of Source Modality Effects On Interaction, Benjamin Goldberg

Electronic Theses and Dissertations

This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting …


Cooperative Vs Competitive Goals In Educational Video Games, Peter Smith Jan 2012

Cooperative Vs Competitive Goals In Educational Video Games, Peter Smith

Electronic Theses and Dissertations

The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should …


Comparison Of Learning Experiences And Outcomes Between A Serious Game-Based And Non-Game-Based Online American History Course, Taryn Hess Jan 2010

Comparison Of Learning Experiences And Outcomes Between A Serious Game-Based And Non-Game-Based Online American History Course, Taryn Hess

Electronic Theses and Dissertations

The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push …


Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen Jan 2008

Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen

Electronic Theses and Dissertations

The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. However, certain game features (e.g., rules/goals, fantasy, challenge) might …