Abstract
When introducing students without in-depth programming experience to the development of educational games, an off-the-shelf game engine will not fit, especially when users are meant to directly interact with the underlying framework. To accommodate this scenario and still be able to provide state-of-the-art features, we are developing the custom game engine “Fabula”. A software stack of Python, Pygame and Twisted ensures an accessible, yet powerful application core, undemanding cross-platform visuals and field-tested networking. Fabula’s game world abstraction aims to be intuitive to people who have not been involved in game development before, while at the same time being general enough to fit several genres. The engine’s goal to help students explore the creation of enjoyment, emotional responses and social experiences in a game context, keeping the hassle with technical details at a low level, will be evaluated using the Technology Acceptance Model (TAM).
Keywords
- educational games
- game engine
- edutainment
- cross-platform
- game development
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Berger, F., Müller, W. (2012). Towards an Open Source Game Engine for Teaching and Research. In: Pan, Z., Cheok, A.D., Müller, W., Chang, M., Zhang, M. (eds) Transactions on Edutainment VIII. Lecture Notes in Computer Science, vol 7220. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31439-1_7
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DOI: https://doi.org/10.1007/978-3-642-31439-1_7
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