Skip to main content

A Methodology of Integrating Knowledge into Applied Game and Validation of Education and Entertainment Effects

  • Chapter
  • First Online:
  • 755 Accesses

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 9292))

Abstract

Applied game aims to help player accumulate knowledge, improve skills, or enhance emotion quotient through game playing process. Although many applied games have been developed in education and training fields, the solution on issues of balance between education and entertainment is still open. This study proposes a methodology for integrating knowledge with applied game combining recreational functions and pedagogic effect. For the purpose, the unified representation based on ontology is employed for game elements, game challenge model and knowledge expression with which the relationship mapping mechanism from diverse categories of knowledge onto game atomic element, especially primary rule, is constructed. As a result, a practical design technique that facilitates to import knowledge into applied game is achieved. In order to verify the practicability, a case of applied game, Qbaby Picture Matching game is designed and developed based on the proposed method. It has been running online and applied in a kindergarten. Moreover, an experiment is performed to identify the effects of education and entertainment. The results imply that the game can definitely produce recreational functions and pedagogic effect. The fact indirectly verifies that the methodology may effectively integrate knowledge with game thereby providing a referable solution for issues of education and entertainment balance.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Connolly, T.M., Stansfield, M., Hainey, T.: An application of games-based learning within software engineering. Br. J. Educ. Technol. 38(3), 416–428 (2007)

    Article  Google Scholar 

  2. Song, M., Zhang, S.: EFM: a model for educational game design. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds.) Edutainment 2008. LNCS, vol. 5093, pp. 509–517. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  3. Göbel, S., Wendel, V., Ritter, C., Steinmetz, R.: Personalized, adaptive digital educational games using narrative game-based learning objects. In: Zhang, X., Zhong, S., Pan, Z., Wong, K., Yun, R. (eds.) Edutainment 2010. LNCS, vol. 6249, pp. 438–445. Springer, Heidelberg (2010)

    Google Scholar 

  4. Bruno, C., Boudier, V., Labat, J.: Knowledge management approach to support a serious game development. In: Proceedings of 2009 9th IEEE International Conference on Advanced Learning Technologies, ICALT 2009, pp. 420–422 (2009)

    Google Scholar 

  5. Minović, M., Milovanović, M., Starcevic, D., Jovanović, M.: Knowledge modeling for educational games. In: Lytras, M.D., et al. (eds.) WSKS 2009. LNCS, vol. 5736, pp. 156–165. Springer, Heidelberg (2009)

    Google Scholar 

  6. Gameplay definition. http://www.webopedia.com/TERM/G/gameplay.html. Accessed 14 Sept 2006

  7. Joris, D.: A theory of fun for game design, a review. http://www.jorisdormans.nl/article.php?ref=theoryofffun. Accessed 24 Nov 2006

  8. Huang, S.: Fundamentals of Digital Game Design, pp. 33–35. Tsinghua University Press, Beijing (2008)

    Google Scholar 

  9. Nicole, L.: Why we play games: 4 keys to more emotion. In: Game Developers’ Conference. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf. Accessed 19 Sept 2006

  10. Li, Z.-T., Huang, M.-L., Zhou, W., et al.: Research on event-oriented ontology model. Comput. Sci. 36(11), 189–192 (2009). Simon, H.A.: Comparison of game-theory and learning-theory. Psychometrika 21(3), 267–272 (1956)

    Google Scholar 

  11. Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ. 46(3), 249–264 (2006)

    Article  Google Scholar 

  12. Gagne, R.M., Driscoll, M.P.: Essentials of Learning for Instruction, 2nd edn, pp. 65–80. Prentice Hall, London (1988)

    Google Scholar 

  13. Gagne, R.M.: The Conditions of Learning, 4th edn. New York, Holt, Rinehart and Winston (1985)

    Google Scholar 

  14. Kristian, K.: Digital game-based learning: towards an experiential gaming model. Internet High. Educ. 8, 13–24 (2005)

    Article  Google Scholar 

  15. Chen, W.-W., Chen, S.: Knowledge Engineering and Knowledge Management, pp. 9–15. Tsinghua University Press, Beijing (2010)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hong Chen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Wang, Q., Chen, H., Li, J., Zhu, D. (2016). A Methodology of Integrating Knowledge into Applied Game and Validation of Education and Entertainment Effects. In: Pan, Z., Cheok, A., Müller, W., Zhang, M. (eds) Transactions on Edutainment XII. Lecture Notes in Computer Science(), vol 9292. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-50544-1_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-662-50544-1_2

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-50543-4

  • Online ISBN: 978-3-662-50544-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics