Flow Learning Experience: Applying Marketing Theory to Serious Game Design
Autor: | Chung-Hsiang Wang, Ko-Chiu Wu, Saiau-Yue Tsau |
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Rok vydání: | 2018 |
Předmět: |
business.industry
Instructional design 05 social sciences 050401 social sciences methods 050301 education Sign (semiotics) Serious game Computer Science Applications Education Energy conservation Environmental education 0504 sociology Flow (mathematics) Marketing theory Sociology Marketing Urban heat island business 0503 education |
Zdroj: | Journal of Educational Computing Research. 57:417-447 |
ISSN: | 1541-4140 0735-6331 |
DOI: | 10.1177/0735633117752454 |
Popis: | The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the development of a virtual city. We investigated gamers’ learning efficiency in terms of a city’s development scale, socioeconomics and the environment, environmental sustainability, increasing areas of green metropolitan space, and heat management of environmental knowledge and gaming experience through a survey of 209 sixth graders. Interestingly, results indicate that heavy gamers are less interested in serious games; they exhibit shorter periods of concentration and lower levels of immersion. If an individual exhibits a high level of fluency in the dimensions of challenge, player skills, control, and clear goals, then she or he is able to acquire knowledge through message involvement when gaming. This allows a serious game to appear less didactic and more fun. This study explored the means by which gamers acquire procedural and descriptive knowledge related to environmental protection through gameflow and immersion. |
Databáze: | OpenAIRE |
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