CREANDO: Tool for creating pervasive games to increase the learning motivation in higher education students

Journal article


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Publication Details

Author list: Moreira, F., Arango-López, J., Cerón Valdivieso, C. C., Collazos, C. A., & Gutiérrez Vela, F. L.
Publisher: Elsevier
Publication year: 2019
Journal: Telematics and Informatics (0736-5853)
Volume number: 38
Start page: 62
End page: 73
Number of pages: 12
ISSN: 0736-5853
Languages: English-Great Britain (EN-GB)


Abstract

Indexado:
- Scopus
- Web of Science

The pervasive games (PG) have had a great reception in recent years.
This kind of games combines the virtual world with the real world to
generate extensions of reality in terms of time, space and social
interaction. These extensions have involved users in experiences as
varied as those exposed by augmented reality and the location of the
player or mixed reality scenarios. In the educational context, games
have been integrated little by little into learning processes.
Specifically, PG have shown to have a higher level of immersion in
people's daily activities. Therefore, a greater impact is generated when
integrating the technologies of the PG and the narrative of a story
that is told through the gaming experience. In order to explore some
fields, we focus the study on the narrative and geolocation applied to
close spaces, it is a way of giving an enriched experience to the player
through a digital transformation perspective. For this reason, it is
necessary to have a platform that allows the creation and edition of PG
based on narrative to increase the motivation of higher education
students. This article describes the creation of a platform that
integrates tools for creating stories and editing narrative content in
the game experiences. The main objective is focused on increasing the
motivation of students in educational processes. Specifically, the
platform allows the creation of pervasive gaming experiences in closed
spaces on university campuses. In addition, the results of a test case
developed with the platform and its validation through statistical tools
and gameplay metrics are exposed, thus demonstrating the increase in
students' motivation through the use of PG.


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Last updated on 2019-13-08 at 00:46