Model Canvas and Process for Educational Game Design in Outcome-Based Education
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32804
Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 755

References:


[1] BangkokThurakit. The game market grew by 13 percent, surpassing 22 billion baht.
[Online]. Available: https://www.bangkokbiznews.com/news/detail/851066
[Accessed 24 April 2020].
[2] Y.-R. Shi and J.-L. Shih, “Game factors and game-based learning design model,” International Journal of Computer Games Technology, vol. 2015, pp. 1–11, 08 2015.
[3] S. Alfadhli and A. Alsumait, “Game-based learning guidelines: Designing for learning and fun,” in 2015 International Conference on Computational Science and Computational Intelligence (CSCI), Dec 2015, pp. 595–600.
[4] R. Tahir and A. Wang, “State of the art in game based learning: Dimensions for evaluating educational games,” in The 11th European Conference on Game-Based Learning, 12 2017, pp. 641–650.
[5] N. Padilla-Zea, N. Medina-Medina, F. L. Vela, J. L´opez-Arcos, P. Paderewski-Rodr´ıguez, and C. Gonz´alez Gonz´alez, “Design process for balanced educational video games with collaborative activities,” Dyna (Medellin, Colombia), vol. 82, 10 2015.
[6] M. Minovi´c and D. Starˇcevi´c, “Trends in educational games development,” Journal of Information Technology & Politics, vol. 1, pp. 41–53, 06 2011.
[7] M. G. Salazar, H. A. Mitre, C. L. Olalde, and J. L. G. S´anchez, “Proposal of game design document from software engineering requirements perspective,” in 2012 17th International Conference on Computer Games (CGAMES), 2012, pp. 81–85.
[8] M. R. N. Gari and A. D. Radermacher, “Gamification in computer science education: A systematic literature review,” in ASEE Annual Conference and Exposition, Conference Proceedings, 2018.
[9] F. Noah. Natural funativity. Accessed on: April 20, 2020.
[Online]. Available: https://www.gamasutra.com/view/feature/130573/ natural funativity.php?page=1
[10] R. Hunicke, M. Leblanc, and R. Zubek, “MDA: A formal approach to game design and game research,” in AAAI Workshop - Technical Report, 2004.
[11] D. Ward and M. Lasen, “An overview of needs theories behind consumerism,” Journal of Applied Economic Sciences, vol. 4, 03 2009.
[12] W. G. Spady, Outcome-Based Education: Critical Issues and Answers. American Association of School Administrators, 1994.
[13] R. Nakkeeran, R. Babu, R. Manimaran, and P. Gnanasivam, “Importance of outcome based education (obe) to advanceeducational quality and enhance global mobility,” International Journal of Pure and Applied Mathematics, vol. 119, no. 17, pp. 1483–1492, 2018.
[14] P. Stevens-Fulbrook, An Introduction to Learning Theories.: 15 of the most influential learning theories, simplified and explained. Paul Stevens-Fulbrook, 2020.
[Online]. Available: https://books.google.co.th/ books?id=PL7PDwAAQBAJ
[15] I. Deibl, J. Zumbach, V. M. Geiger, and C. M. Neuner, “Constructive alignment in the field of educational psychology: Development and application of a questionnaire for assessing constructive alignment,” Psychology Learning & Teaching, vol. 17, no. 3, pp. 293–307, 2018.
[16] A. Osterwalder and Y. Pigneur, Business Model Generation. John Wiley and Sons, 2010.
[17] C. Lauff, J. Menold, and K. L. Wood, “Prototyping canvas: Design tool for planning purposeful prototypes,” Proceedings of the Design Society: International Conference on Engineering Design, vol. 1, no. 1, p. 1563–1572, 2019.
[18] C. Alario-Hoyos, M. P´erez-Sanagust´ın, D. Cormier, and C. D. Kloos, “Proposal for a conceptual framework for educators to describe and design moocs,” J. Univers. Comput. Sci., vol. 20, pp. 6–23, 2014.