2012
DOI: 10.14236/ewic/hci2012.32
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Evaluating Design Elements for Digital Educational Games on Programming: A Pilot Study

Abstract: Digital educational games (DEGs) are increasingly recognized as a promising tool for learning. To deepen the understanding of how two key components-content and player-of DEG contribute to learning effects, we developed a model on game elements. It informed the creation of a mini-game on programming, which was evaluated with 50 computer science undergraduates as a pilot study. Data were collected with questionnaires on background, domain-specific knowledge as well as user perception and with a screen cast reco… Show more

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Cited by 2 publications
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“…On a linear hierarchical format, this combined model indicating these elements can be represented as shown in Figure 7. When designing a gameplay experience with intrinsic and extrinsic stimuli as a focus, the designer must integrate actions, challenges (Heintz, 2012) and achievements (Juho Hamari & Eranti, 2011) in the gamification design process. This would enable the creation of an engaging gameplay experience in a "gamified" application.…”
Section: An Effective Gamification Modelmentioning
confidence: 99%
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“…On a linear hierarchical format, this combined model indicating these elements can be represented as shown in Figure 7. When designing a gameplay experience with intrinsic and extrinsic stimuli as a focus, the designer must integrate actions, challenges (Heintz, 2012) and achievements (Juho Hamari & Eranti, 2011) in the gamification design process. This would enable the creation of an engaging gameplay experience in a "gamified" application.…”
Section: An Effective Gamification Modelmentioning
confidence: 99%
“…Based on prior definition, goals represent an end state of achievement, actions represent steps taken to reach goals, challenges represent inherent tasks or obstacles within the system on the path to achieving said goals, and achievement represents the act of reaching ones goal (Deterding, 2013). Hamari & Eranti, 2011;Heintz, 2012))…”
Section: An Effective Gamification Modelmentioning
confidence: 99%
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