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Authors: Gaëlle Guigon 1 ; 2 ; Mathieu Vermeulen 2 ; Mathieu Muratet 1 and Thibault Carron 1

Affiliations: 1 CNRS, LIP6, Sorbonne Université, 4 Pl. Jussieu, F-75005 Paris, France ; 2 CERI SN, IMT Nord Europe, 764 Boulevard Lahure, F-59000 Douai, France

Keyword(s): Serious Game, Design, Scenario, Multiplayer, Technology Enhanced Learning.

Abstract: The design of serious games is a complex process, particularly when it comes to scripting. We are particularly interested in asymmetrical multiplayer serious games, i.e. where several identified roles have different tasks and objectives. These games are usually collaborative to be closer to real-life work or learning situations. Few methods and tools have been designed to assist in the making of scenarios for this type of game. Our aim here is to compare two tools for this purpose: one tangible and one digital, both based on the same conceptual model, and to compare the advantages and the limitations of these two tools. We also want to make suggestions to help choose between them depending on the context. We base these comparisons on qualitative experiments carried out with the two tools. The results tend to show that the use of a tangible tool is preferable in the ideation phase, at the very beginning of scenario design, because it appears to be quicker to familiarise yourself with. The digital tool, on the other hand, would be more effective in the long term, to manage several scenarios and update its content. (More)

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Paper citation in several formats:
Guigon, G.; Vermeulen, M.; Muratet, M. and Carron, T. (2024). Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning. In Proceedings of the 16th International Conference on Computer Supported Education - Volume 1: CSEDU; ISBN 978-989-758-697-2; ISSN 2184-5026, SciTePress, pages 34-42. DOI: 10.5220/0012558900003693

@conference{csedu24,
author={Gaëlle Guigon. and Mathieu Vermeulen. and Mathieu Muratet. and Thibault Carron.},
title={Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning},
booktitle={Proceedings of the 16th International Conference on Computer Supported Education - Volume 1: CSEDU},
year={2024},
pages={34-42},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0012558900003693},
isbn={978-989-758-697-2},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 16th International Conference on Computer Supported Education - Volume 1: CSEDU
TI - Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning
SN - 978-989-758-697-2
IS - 2184-5026
AU - Guigon, G.
AU - Vermeulen, M.
AU - Muratet, M.
AU - Carron, T.
PY - 2024
SP - 34
EP - 42
DO - 10.5220/0012558900003693
PB - SciTePress