Designing narratology-based educational games with non-players

2008-06-27
Inal, Yavuz
Karakus, Turkan
Çağıltay, Kürşat
Challenges of designing an educational game cause an ongoing debate that while one side proposes ludology as the key for a computer game, other side proposes narratology as the most important part of game environment. Ludologic attributes of games have been preferred more than narrative ones. However, results of studies attempted to reveal importance of narrative structures and storytelling for computer games, especially for educational ones. In the present study, narratology including storytelling and narrative structures will be discussed in terms of narratology-based educational computer game design. 46 non-player preservice teachers at Department of Foreign Language Education participated to the study. Participants. as subject matter experts on teaching English Language, designed educational game prototypes. Those prototypes were analyzed and reported according to their narrative aspects.
3rd International Conference on E-Learning and Games (Edutainment 2008)

Suggestions

Physically interactive educational game design for children: defining design principles
İnal, Yavuz; Çağıltay, Kürşat; Department of Computer Education and Instructional Technology (2011)
Physically Interactive Games (PIGs) have emerged as a new game genre and potential as an educational tool in classrooms. In PIGs, children are allowed to interact with game environment and solving problems by using their bodily movements and voices without using mouse or keyboard by being active physically and cognitively. Designing PIGs is critical and difficult process because it is vital that educational content and entertainment parts of a game should be balanced properly considering interaction between...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design
Kosa, Mehmet; Uysal, Ahmet; Department of Game Technologies (2016)
With the proliferation of the technologies that enable and drive video gaming domain, the effects of and motivation for gaming has gained much attention from the research point of view. In this thesis, “Mindset Theory of Action Phases” is transferred to the video gaming domain and was tested to observe if mindsets are affecting player’s performances, enjoyment or their predictions about their performances. According to the theory, people tend to be in a certain cognitive orientation that also affects them b...
Developing a Scenario-Based Video Game Generation Framework for Virtual Reality and Mixed Reality Environments
Sürer, Elif (2019-03-01)
The 15th Summer Workshop on Multimodal Interfaces - eNTERFACE 2019 - Summary of the Project Description: Video games are widely used software which mainly aim to entertain their users with interaction mechanisms, scenarios and game objects [1]. Serious games [2] are video games which have other purposes rather than only environment —i.e. education, training, rehabilitation and emergency planning [3]. In serious games, developed environments act as testbeds and give the opportunity to test different possibil...
Development of adaptive serious games for the training of children with specific learning disabilities
Yıldırım, Oğuzcan; Sürer, Elif; Department of Modeling and Simulation (2020-9)
Recent developments in technology and the video game industry enabled video games to play essential roles, especially in education, health, and military services under the umbrella term serious games (SGs). Recent studies show that playing computer games is common among children and teenagers, and SGs ease the learning process by providing immersive and interactive platforms. Recently, SGs have been used as an alternative method in education and diagnosis of children with a specific learning difficulty (SpL...
Citation Formats
Y. Inal, T. Karakus, and K. Çağıltay, “Designing narratology-based educational games with non-players,” Nanjing, PEOPLES R CHINA, 2008, vol. 5093, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/55214.