Abstract
Some students with limited class time have lost their all interest in what is being taught. This may be a result of the current teaching method, which is heavily centered on the instructor and slides. Keeping this in mind, a large number of researchers are implementing new teaching strategies that emphasize active techniques, such as task-based learning, videos, and games. The majority of educational games are built from previously established games, either by expiry or modification, which is referred to as Software Reuse (SR). Software Product Line is one of the primary areas of SR, and it is a technique that seeks to bring together systems that have a particular set of comparable functionality, such as a series of similar games. Considering this, the purpose of this research is to develop a product line of educational games in order to simplify game production in this field.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bonwell, C.C., Eison, J.A.: Active learning: creating excitement in the classroom. ASHE-ERIC Higher Education Report No. 1. The George Washington University, School of Education and Human Development, Washington, D.C. (1991)
Larmer, J., Mergendoller, J.R., Boss, S.: Setting the Standard for Project Based Learning: A Proven Approach to Rigorous Classroom Instruction. Association for Supervision and Curriculum Development (ASCD) (2015)
Bergmann, J., Sams, A.: Flip Your Classroom: Reach Every Student in Every Class Every Day. International Society for Technology in Education (2012)
Freeman, S., et al.: Active learning increases student performance in science, engineering, and mathematics. Proc. Natl. Acad. Sci. 111(23), 8410–8415 (2014)
Pivec, M., Dziabenko, O., Schinnerl, I.: Aspects of game-based learning. In: 3rd International Conference on Knowledge Management, Graz, Austria, vol. 304 (2003)
Gee, J.P.: What video games have to teach us about learning and literacy. Comput. Entertainment 1(1), 20–20 (2003)
Prensky, M.: The Digital Game-Based Learning Revolution, ch. 1. McGraw-Hill (2001). http://www.marcprensky.com/writing/Prensky
Kalmpourtzis, G.: Educational Game Design Fundamentals: Journey to Creating Intrinsically Motivating Learning Experiences. CRC Press (2019)
Boyle, E.A., et al: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Educ. 94, 178–192 (2016). https://www.sciencedirect.com/science/article/pii/S0360131515300750
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. Adv. Hum. comput. Interact. 2013, 1–1 (2013)
Jenkins, H., Squire, K., Tan, P.: You can’t bring that game to school! Designing supercharged. Design Res. 244–252 (2004)
González García, C., Núñez-Valdez, E.R., Moreno-Ger, P., González Crespo, R., Pelayo G-Bustelo, B.C., Cueva Lovelle, J.M.: Agile development of multiplatform educational video games using a domain-specific language. Univ. Access Inf. Soc. 18(3), 599–614 (2019)
Abbott, D.: Modding tabletop games for education. In: Gentile, M., Allegra, M., Söbke, H. (eds.) GALA 2018. LNCS, vol. 11385, pp. 318–329. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-11548-7_30
Ncube, C., Oberndorf, P., Kark, A.W.: Opportunistic software systems development: making systems from what’s available. IEEE Softw. 25(6), 38–41 (2008)
Krueger, C.W.: Software reuse. ACM Comput. Surv. 24(2), 131–183 (1992)
Meftah, C., Retbi, A., Bennani, S., Idrissi, M.K.: Mobile serious game design using user experience: modeling of software product line variability. Int. J. Emerg. Technol. Learn. 14(23), 55–66 (2019). https://online-journals.org/index.php/i-jet/article/view/10899
Garcia, L.A., OliveiraJr, E., Morandini, M.: Tailoring the scrum framework for software development: literature mapping and feature-based support. Inf. Softw. Technol. 146, 106814 (2022)
Furtado, A.W., Santos, A.L., Ramalho, G.L., de Almeida, E.S.: Improving digital game development with software product lines. IEEE Softw. 28(5), 30–37 (2011)
Bourque, P., Fairley, R.E.: Guide to the Software Engineering Body of Knowledge SWEBOK, 3rd ed. IEEE Computer Society (2014)
Washizaki, H.: Building software process line architectures from bottom up. In: Münch, J., Vierimaa, M. (eds.) PROFES 2006. LNCS, vol. 4034, pp. 415–421. Springer, Heidelberg (2006). https://doi.org/10.1007/11767718_37
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press (2004)
Xexéo, G., et al.: What are Games: An Introduction to Ludes Object of Study. Universidade Federal do Rio de Janeiro, Rio de Janeiro, Brasil (2017). (In Portuguese)
Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Routlegde (1999)
Costikyan, G.: Uncertainty in Games. MIT Press (2013)
Juul, J.: Half-real: Video Games Between Real Rules and Fictional Worlds. MIT Press (2005)
Brown, D.: Games and the Magic Circle, pp. 1–4. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-08234-9_32-1
Flanagan, M., Nissenbaum, H.: Values at Play in Digital Games. MIT Press (2014)
Adams, E., Dormans, J.: Game Mechanics: Advanced Game Design. New Riders (2012)
Bau, D.: Droplet, a blocks-based editor for text code. J. Comput. Sci. Coll. 30(6), 138–144 (2015)
Unger, A.: Modding as part of game culture. In: Fromme, J., Unger, A. (eds.) Computer Games and New Media Cultures, pp. 509–523. Springer, Dordrecht (2012). https://doi.org/10.1007/978-94-007-2777-9_32
Moreira, R.A.F., Assunção, W.K., Martinez, J., Figueiredo, E.: Open-source software product line extraction processes: the ArgoUML-SPL and phaser cases. Empir. Softw. Eng. 27(4), 85 (2022)
LeBlanc, M., Hunicke, R., Zubek, R.: A formal approach to game design and game research. In: Proceedings of the AAAI-04 Workshop on Challenges in Game AI, pp. 1–5 (2004)
Arnab, S., et al.: Mapping learning and game mechanics for serious games analysis. Br. J. Edu. Technol. 46(2), 391–411 (2015)
Boller, S., Kapp, K.: Play to Learn: Everything You Need to Know About Designing Effective Learning Games. Association for talent development (2017)
de Araujo, G.G., da Silva Aranha, E.H.: Formative assessment of skills and abilities: instrumentation for digital games. RENOTE, vol. 11, no. 3, (2013). (In Portuguese)
Anderson, L.W., Krathwohl, D.R.: A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. Addison Wesley Longman Inc., New York (2001)
Ahmad, T., Hussin, A.A.: Application of the bloom’s taxonomy in online instructional games. Int. J. Acad. Res. Bus. Soc. Sci. 7(4), 1009–1020 (2017)
Louchart, S., Lim, T., Westera, W.: In persuit of a ‘serious games mechanics’ a theoretical framework to analyse relationships between ‘game’ and. Procedia Comput. Sci. 15, 314–315 (2012)
Diepreye, F.F., Odukoya, J.A.: The impact of passive and active teaching methods on students’ learning among secondary school students in Yenagoa, Bayelsa state. In: Journal of Physics: Conference Series, vol. 1378, no. 2, p. 022099. IOP Publishing (2019)
Baker, A., Navarro, E.O., Van Der Hoek, A.: An experimental card game for teaching software engineering processes. J. Syst. Softw. 75(1–2), 3–16 (2005)
Ritterfeld, U., Cody, M., Vorderer, P.: Serious Games: Mechanisms and Effects. Routledge (2009)
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., Wang, Y.-Q.: Effects of digital game-based stem education on students’ learning achievement: a meta-analysis. Int. J. Stem Educ. 9(1), 1–13 (2022)
Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75–88 (2015)
Udeozor, C., Toyoda, R., Russo Abegão, F., Glassey, J.: Digital games in engineering education: systematic review and future trends. Eur. J. Eng. Educ. 48(2), 321–339 (2023)
Neto, B., Fernandes, L., Werner, C., de Souza, J.M.: Reuse in digital game development. In: Proceedings of the 4th International Conference on Ubiquitous Information Technologies & Applications, pp. 1–6. IEEE (2009)
Furtado, A.W., Santos, A.L.: Using domain-specific modeling towards computer games development industrialization. In: The 6th OOPSLA Workshop on Domain-Specific Modeling (DSM06) (2006)
Chimalakonda, S., Nori, K.V.: A family of software product lines in educational technologies. Computing 102(8), 1765–1792 (2020)
Silva, J.X., Lopes, M., Avelino, G., Santos, P.: Low-code and no-code technologies adoption: a gray literature review. In: Proceedings of the XIX Brazilian Symposium on Information Systems, pp. 388–395 (2023)
Trasobares, J.I., Domingo, Á., Arcega, L., Cetina, C.: Evaluating the benefits of software product lines in game software engineering. In: Proceedings of the 26th ACM International Systems and Software Product Line Conference-Volume A, pp. 120–130 (2022)
Gouws, L.A., Bradshaw, K., Wentworth, P.: Computational thinking in educational activities: an evaluation of the educational game light-bot. In: Proceedings of the 18th ACM Conference on Innovation and Technology in Computer Science Education, pp. 10–15 (2013)
Kang, K.C.: FODA: Twenty years of perspective on feature models. SPLC (2009)
Rospigliosi, Pa.: Metaverse or simulacra? roblox, minecraft, meta and the turn to virtual reality for education, socialisation and work. Interact. Learn. Environ. 30, 1–3 (2022)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Castro, D., Werner, C., Xexéo, G. (2024). Extending Educational Games Across Product Lines. In: Vale Costa, L., et al. Videogame Sciences and Arts. VJ 2023. Communications in Computer and Information Science, vol 1984. Springer, Cham. https://doi.org/10.1007/978-3-031-51452-4_10
Download citation
DOI: https://doi.org/10.1007/978-3-031-51452-4_10
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-51451-7
Online ISBN: 978-3-031-51452-4
eBook Packages: Computer ScienceComputer Science (R0)