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TimeMesh: Producing and Evaluating a Serious Game

Published: 10 September 2014 Publication History

Abstract

Serious Games are specifically designed to develop mental abilities and skills such as strategy, mental calculation and decision making but the acquisition of deep knowledge with Serious Games is less well understood. To improve this understanding, a game called TimeMesh, as well as the needed graphic engine, called TimeMesh engine, -a multi-player graphical adventure engine inspired by the 90s graphic adventures created by LucasArts- have been developed. Time--Mesh has been designed to impart knowledge and competences in the area of History and Geography.
To test the acquisition of knowledge with Time-mesh a complete process of evaluation was designed, divided in three parts, always with user intervention: first, with the game developers, then with teachers and lastly, but most importantly with students.
In this paper we present our experience in designing, implementing and evaluating TimeMesh and formulate the conclusions of this study.

References

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H. Franssila and M. Pehkonnen. Why do ict-strategy implementation in schools fail and ict-practices do no develop? In Media Skills and Competence Conference Proceedings, pages 9--16. University of Tampere, 2005.
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J. J. Lee and J. Hammer. Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 2011.
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LucasArts. Script Creation Utility for Maniac Mansion (SCUMM). en.wikipedia.org/wiki/SCUMM, 1987.
[4]
SEGAN. Project Main Page. http://seriousgamesnet.eu, 2013.
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State of the Art. Serious Learning Games. http://gilt.isep.ipp.pt/seleag/results/StateoftheArt.pdf, 2009.
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Graphic Adventure Games Engines. http://gilt.isep.ipp.pt/seleag/results/GameEngines.pdf, 2009.
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TIMEMESH Game Main Page. http://seriousgamesnet.eu, 2013.
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C. Vaz de Carvalho. Is game-based learning suitable for engineering education? In Proceedings of the Global Engineering Education Conference (EDUCON), 2012 IEEE, pages 1--8. IEEE Conference Publications, 2012.

Cited By

View all
  • (2020)Zeus – a tool for generating rule‐based serious games with gamification techniquesIET Software10.1049/iet-sen.2019.002814:2(88-97)Online publication date: Apr-2020
  • (2018)An Architecture for the Generation of Educational Rules – Based Games with Gamification TechniquesTrends and Applications in Software Engineering10.1007/978-3-030-01171-0_9(101-110)Online publication date: 27-Sep-2018
  • (2017)Tools and Methods Applied in Interactive Systems to Evaluate the User Experience With Deaf/Hard of Hearing ChildrenProceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3144826.3145365(1-8)Online publication date: 18-Oct-2017

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Published In

cover image ACM Other conferences
Interacción '14: Proceedings of the XV International Conference on Human Computer Interaction
September 2014
435 pages
ISBN:9781450328807
DOI:10.1145/2662253
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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  • Universidad de La Laguna: Universidad de La Laguna

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 September 2014

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Author Tags

  1. Graphic Adventures
  2. Serious Games

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  • Research-article
  • Research
  • Refereed limited

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Interacción '14
Interacción '14: XV International Conference on Human Computer Interaction
September 10 - 12, 2014
Tenerife, Puerto de la Cruz, Spain

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Overall Acceptance Rate 109 of 163 submissions, 67%

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Cited By

View all
  • (2020)Zeus – a tool for generating rule‐based serious games with gamification techniquesIET Software10.1049/iet-sen.2019.002814:2(88-97)Online publication date: Apr-2020
  • (2018)An Architecture for the Generation of Educational Rules – Based Games with Gamification TechniquesTrends and Applications in Software Engineering10.1007/978-3-030-01171-0_9(101-110)Online publication date: 27-Sep-2018
  • (2017)Tools and Methods Applied in Interactive Systems to Evaluate the User Experience With Deaf/Hard of Hearing ChildrenProceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3144826.3145365(1-8)Online publication date: 18-Oct-2017

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