Abstract
In this paper we report how we combined and tested a couple of similar methods to design serious games (SGs) meant to foster learning through exploration and experimentation of the systems of a domain simulation. The main method tested propose basing SG design on toy design set both in the core of the game and the domain to teach. Our experiment on both methods has two objectives: measure the efficiency of both methods and extract new design patterns to help designing serious games based on a toy and thus fostering learning through exploration and experimentation. Our experiment is a longitudinal field study four years long while we contributed and analysed the design of 25 SG prototypes made by 100+ designers. Our results show that the methods are efficient combined and identify some of their issues. Results also provide a field-tested full design pattern to help create new SGs based on a toy.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
An outline can be found online: http://6facets.org/d/Methtool.pdf.
- 2.
The full Design Pattern can be found online: http://6facets.org/d/DP_R.pdf.
References
Schell, J.: The Art of Game Design: A Book of Lenses, 2nd edn. A K Peters/CRC Press, Boca Raton (2014)
Ryan, M., Costello, B., Stapleton, A.: Deep learning games through the lens of the toy. In: Meaningful Play 2012, pp. 1–29. Michigan State University, East Lansing (2012)
Alexander, C., Ishikawa, S., Silverstein, M.: A Pattern Language: Towns, Buildings, Construction. Oxford University Press, Oxford (1977)
Bogost, I.: Exploitationware. In: Colby, R., Johnson, M.S.S., Colby, R.S. (eds.) Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing, pp. 139–147. Palgrave Macmillan US, New York (2013)
Marne, B., Wisdom, J., Huynh-Kim-Bang, B., Labat, J.-M.: The six facets of serious game design: a methodology enhanced by our design pattern library. In: Ravenscroft, A., Lindstaedt, S., Kloos, C.D., Hernández-Leo, D. (eds.) 21st Century Learning for 21st Century Skills, pp. 208–221. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33263-0_17
Marne, B.: Modèles et outils pour la conception de jeux sérieux: une approche meta-design (2014)
Marfisi-Schottman, I., Piau-Toffolon, C.: Extraire et réutiliser des patrons de conception à partir de learning games existants. In: Atelier Méthodologies de Conception Collaboratives des EIAH de la Conférence EIAH 2015, 2 June 2015 (2015)
Sanchez, É., Monod-Ansaldi, R.: Recherche collaborative orientée par la conception. Un paradigme méthodologique pour prendre en compte la complexité des situations d’enseignement-apprentissage. Educ. Didact. 9, 73–94 (2015)
Acknowledgements
The author acknowledges University Lumière Lyon 2 for the APPI 2020 Grant.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Marne, B. (2022). Design Pattern for Exploration and Experimentation: Result of Field Study on a Toy-Based Serious Game Design Method. In: Hilliger, I., Muñoz-Merino, P.J., De Laet, T., Ortega-Arranz, A., Farrell, T. (eds) Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption. EC-TEL 2022. Lecture Notes in Computer Science, vol 13450. Springer, Cham. https://doi.org/10.1007/978-3-031-16290-9_50
Download citation
DOI: https://doi.org/10.1007/978-3-031-16290-9_50
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-16289-3
Online ISBN: 978-3-031-16290-9
eBook Packages: Computer ScienceComputer Science (R0)