Development of an Instrument to Analyse Gameplay Features Promoting Complex Problem-Solving Conditions

被引:1
作者
Gyaurov, Dimitar [1 ]
Fabricatore, Carlo [2 ]
Bottino, Andrea [1 ]
机构
[1] Politecn Torino, Turin, Italy
[2] EHE Europa Hsch EurAka, Therwil, Switzerland
来源
PROCEEDINGS OF THE 15TH EUROPEAN CONFERENCE ON GAME BASED LEARNING (ECGBL 2021) | 2021年
关键词
serious games; complex problem-solving; game-based learning; game analysis instrument; gameplay features; EMPIRICAL-EVIDENCE; COMPUTER GAMES;
D O I
10.34190/GBL.21.159
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Developing complex problem-solving skills and attitudes to survive and thrive in our uncertain and unpredictable world requires engaging in meaningful activities within appropriately designed learning environments. Even though serious games have the potential to satisfy these needs, there is a specific demand for additional research tools that offer a better and functional understanding of the relationships between gameplay features and desired impacts on players. Therefore, in this article we present the development and preliminary validation process of a theory-based analysis instrument of game elements, gameplay features, and their functions suitable to promote complex problem-solving conditions (GEFF-CPSC). The instrument integrates concepts from the theory of intention regulation for complex problem-solving and the theory-based complex problem-solving game based-learning model. The GEFF-CPSC instrument was created to analyse how core game elements promote core gameplay features and how core gameplay features promote each of the four complex problemsolving conditions for effective intention regulation processes: (i) acceptance of self-incompetence; (ii) prioritisation of important problems; (Hi) routinisation of actions; and (iv) recollection of correct mental representations. The three stages for the design and preliminary validation of the analysis instrument were item creation, scale development, and instrument testing. The objectives of the stages were to ensure content validity, construct validity, and instrument reliability, based on preliminary item assessment, scale evaluation, and instrument pre-test performed by expert reviewers. The theoretical background, the development process, and the results from the preliminary validation suggest that the GEFF-CPSC instrument can be a significant contribution towards the comprehensive analysis of the relationships between core game elements and core gameplay features suitable to promote core complex problem-solving conditions required for managing complex problems.
引用
收藏
页码:296 / 305
页数:10
相关论文
共 26 条
  • [1] Educating the Future of Sustainability
    Bowser, Gillian
    Gretzel, Ulrike
    Davis, Elizabeth
    Brown, Mark
    [J]. SUSTAINABILITY, 2014, 6 (02): : 692 - 701
  • [2] An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
    Boyle, Elizabeth A.
    Hainey, Thomas
    Connolly, Thomas M.
    Gray, Grant
    Earp, Jeffrey
    Ott, Michela
    Lim, Theodore
    Ninaus, Manuel
    Ribeiro, Claudia
    Pereira, Joao
    [J]. COMPUTERS & EDUCATION, 2016, 94 : 178 - 192
  • [3] Cicchetti D. V., 1994, Guidelines, Criteria, and Rules of Thumb for Evaluating Normed and Standardized Assessment Instruments in Psychology, V6, P284, DOI [10.1037/1040-3590.6.4.284, DOI 10.1037/1040-3590.6.4.284]
  • [4] A systematic literature review of empirical evidence on computer games and serious games
    Connolly, Thomas M.
    Boyle, Elizabeth A.
    MacArthur, Ewan
    Hainey, Thomas
    Boyle, James M.
    [J]. COMPUTERS & EDUCATION, 2012, 59 (02) : 661 - 686
  • [5] Davis A E, 1996, J Neurosci Nurs, V28, P204
  • [6] Complex Problem Solving: What It Is and What It Is Not
    Doerner, Dietrich
    Funke, Joachim
    [J]. FRONTIERS IN PSYCHOLOGY, 2017, 8
  • [7] Dorner D., 1995, Complex problem solving: The European Perspective, P65
  • [8] Approaching Sustainability Learning Via Digital Serious Games
    dos Santos, Alysson Diniz
    Strada, Francesco
    Bottino, Andrea
    [J]. IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2019, 12 (03): : 303 - 320
  • [9] Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems
    Fabricatore, Carlo
    Gyaurov, Dimitar
    Lopez, Ximena
    [J]. SERIOUS GAMES, JCSG 2020, 2020, 12434 : 243 - 259
  • [10] Fabricatore C., 2019, GAMES RULES GAME MEC, P87, DOI [10.14361/978 3839443040-006, DOI 10.14361/9783839443040-006]