TY - GEN
T1 - Connecting theory and design through research
T2 - 4th International Joint Conference on Serious Games, JCSG 2018
AU - Plass, Jan L.
AU - Homer, Bruce D.
AU - Pawar, Shashank
AU - Tam, Frankie
N1 - Funding Information:
Acknowledgments. This work was partially supported by IES Grant R305A150417, “Focused Computer Games that Promote Executive Functions Skills, and by PSC-CUNY Award #60816-00 48: Virtual Reality and Emotional Design for the Development of Executive Functions in Adolescents.
Publisher Copyright:
© Springer Nature Switzerland AG 2018.
PY - 2018
Y1 - 2018
N2 - How can the effectiveness of games for learning be enhanced? In this paper, we present an approach that connects theory and research to enhance the design of games that train cognitive skills. Specifically, we combine our model for designing games for learning with Value-Added Design Research, which can provide design guidance for decisions that the model alone cannot provide. We applied this method in the context of designing games to train executive functions, an application area that is highly promising but nevertheless has produced many games that are not effective. We discuss three examples of design research studies we conducted, including the emotional design of the game, the use of an adaptive algorithm, and the design of level progressions privileging either speed or accuracy in learners’ responses. We conclude that this approach is able to contribute to both the enhancement of CHI related design challenges and to theory.
AB - How can the effectiveness of games for learning be enhanced? In this paper, we present an approach that connects theory and research to enhance the design of games that train cognitive skills. Specifically, we combine our model for designing games for learning with Value-Added Design Research, which can provide design guidance for decisions that the model alone cannot provide. We applied this method in the context of designing games to train executive functions, an application area that is highly promising but nevertheless has produced many games that are not effective. We discuss three examples of design research studies we conducted, including the emotional design of the game, the use of an adaptive algorithm, and the design of level progressions privileging either speed or accuracy in learners’ responses. We conclude that this approach is able to contribute to both the enhancement of CHI related design challenges and to theory.
KW - Executive functions
KW - Game design methodology
KW - Value added research
UR - http://www.scopus.com/inward/record.url?scp=85056447303&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85056447303&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-02762-9_15
DO - 10.1007/978-3-030-02762-9_15
M3 - Conference contribution
AN - SCOPUS:85056447303
SN - 9783030027612
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 145
EP - 158
BT - Serious Games - 4th Joint International Conference, JCSG 2018, Proceedings
A2 - Oliveira, Manuel
A2 - Baalsrud Hauge, Jannicke
A2 - Göbel, Stefan
A2 - Garcia-Agundez, Augusto
A2 - Tregel, Thomas
A2 - Caserman, Polona
A2 - Marsh, Tim
A2 - Ma, Minhua
PB - Springer Verlag
Y2 - 7 November 2018 through 8 November 2018
ER -