2006
DOI: 10.1007/s11423-006-8806-y
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Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

Abstract: The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in popular adventure game design, along with an analysis of how narrative supports problem solving in adventure games. Additionally, an analysis of the underlying structu… Show more

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Cited by 261 publications
(150 citation statements)
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References 17 publications
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“…Figure 6 shows the number of players that completed each phase of "The Foolish Lady": all 288 players started the game and also completed the strategy phase; 281 completed the "redondilla" puzzle mini-game; 246 completed the fight mini-game; and 231 completed the test mini-game. The largest drop of players (35) happens between the "redondilla" puzzle and the fight mini-game.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Figure 6 shows the number of players that completed each phase of "The Foolish Lady": all 288 players started the game and also completed the strategy phase; 281 completed the "redondilla" puzzle mini-game; 246 completed the fight mini-game; and 231 completed the test mini-game. The largest drop of players (35) happens between the "redondilla" puzzle and the fight mini-game.…”
Section: Resultsmentioning
confidence: 99%
“…During the learning design phase, the chosen game mechanic was point and click mini-games (drag-and-drop puzzles and option selection in conversations with non-playable characters in the game), typical of adventure games, due to the educational benefits of this genre [35]. During the game design, we subdivided this goal into the three phases defined by our design pattern.…”
Section: Design and Implementationmentioning
confidence: 99%
“…That said, Sasha Barab and colleagues have written about the widespread design and use of Quest Atlantis (QA) by educators and over 25,000 students in the U.S, arguing that QA provides an "immersive narrative" [5] that helps produce successful learning outcomes in the areas of science and social science [4]. Dickey's work [10,11] looks at the impact of narrative design on player choices and learning in a designed game space. Like Barab and colleagues, she reports on a game she and her team have designed, Murder on Grim Isle (MOGI).…”
Section: Related Literaturementioning
confidence: 99%
“…El soporte (Dickey, 2006;Amory, 2007;Lim, 2008). Por ejemplo, para el caso de la economía, presentación de una situación de mercado simulada, en la que los estudiantes dirigen una empresa que compite para ganar dicho mercado (Kiili, 2007).…”
Section: Fase De Iniciounclassified