2011
DOI: 10.1177/1046878110390764
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A Description Grid to Support the Design of Learning Role-Play Games

Abstract: Published online on Feb. 2011 - This article is a substantially modified rewrite of "Games classifications and Learning Games design", presented at the 40th ISAGA conference.International audienceTo strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of … Show more

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Cited by 18 publications
(28 citation statements)
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References 13 publications
(10 reference statements)
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“…For adequate SG designing, Ibrahin and Jaafar [57] combined three factors: game design (usability, multimodal and fun), learning content modeling (syllabus matching), and pedagogy (learning outcomes, motivation theory, self-learning, and problem-solving). Mariais et al [58] defined aspects in the design of Learning Role-Play Game (LRPG) to validate the SG throughout three phases (Initial design, Adjustment to context, and Execution); based on the collection, the scenario exchange, and components of LRPG; considering the actors, rules, and functions. Klapztein and Cipolla [27] described a framework for gamification services.…”
Section: A Software Engineering Approachmentioning
confidence: 99%
“…For adequate SG designing, Ibrahin and Jaafar [57] combined three factors: game design (usability, multimodal and fun), learning content modeling (syllabus matching), and pedagogy (learning outcomes, motivation theory, self-learning, and problem-solving). Mariais et al [58] defined aspects in the design of Learning Role-Play Game (LRPG) to validate the SG throughout three phases (Initial design, Adjustment to context, and Execution); based on the collection, the scenario exchange, and components of LRPG; considering the actors, rules, and functions. Klapztein and Cipolla [27] described a framework for gamification services.…”
Section: A Software Engineering Approachmentioning
confidence: 99%
“…Games are defined as a rules-based, conflict-driven quantifiable and unambiguous challenge that allows positive or negative outcomes (Hainley and Henderson, 2006;Haurie et al, 2012;Mariais et al, 2012). In general games contain well-defined rules and constrained fields of play that are complicated and rely on the ability to detect and exploit complexity.…”
Section: Digital Game-based Learningmentioning
confidence: 99%
“…This same type of breaking down method is also used in the SG field. For instance, defining components of the scenarios with teachers' intentions was partially used by ScenLRPG (Mariais et al, 2012). This authoring tool for learning role playing games (LRPG) provides a model in which components are defined not only with intentions, but also with interactions and educational goals.…”
Section: Goal Oriented Approachmentioning
confidence: 99%
“…Regarding the idea of dividing scenarios into levels or stages, we wanted to highlight another feature that is often found in scenario models described in scientific papers: their components (e.g., levels) are organised and connected by the hierarchical structure of their goals. For instance, SG authoring tools like ScenLRPG (Mariais et al, 2012), or LAMS (Dalziel, 2008) and Collage (Hernández-Leo et al, 2006) for TEL systems, provide a hierarchical structure of components with their models. At first glance, their components look as if they are only sequenced in a linear fashion, but the components can also be nested: some components are containers of other sequences of components.…”
Section: Hierarchy Of Goals Vs Hierarchy Of Stagesmentioning
confidence: 99%