Abstract
Educational games aimed at teaching history or other humanities are often structured as quiz games, not differing much from a typical examination. However, games have many elements that could possibly contribute in increasing user/student motivation, such as their mechanics, interactive environments, character portrayal and story. This paper explores the concepts mentioned above, as applied in the educational game “ARTé: Mecenas” by Triseum, as well as their effects in a small sample of people who played the game. The conducted pilot study was focused on the avatar identification process, which was found affecting positively the effects of engagement and knowledge improvement.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The sense of connection with the Avatar.
- 2.
The user’s absorption and enjoyment resulting from the activity.
- 3.
The sense of being in the game’s environment.
- 4.
The user’s sense of immediate feedback and control on interactive media.
References
Gombrich, E.H.: The Story of Art. Phaidon Press Limited, London (1995)
Kiili, K.: Digital game-based learning: towards an experiential gaming model. Internet High. Educ. 8, 13–24 (2005)
Soutter, A.R.B., Hitchens, M.: The relationship between character identification and flow state within video games. Comput. Hum. Behav. 55, 1030–1038 (2016)
Bowman, N.D., Oliver, M.B., Rogers, R., Sherrick, B., Woolley, J., Chung, M.Y.: In control or in their shoes? How character attachment differentially influences video game enjoyment and appreciation. J. Gaming Virtual Worlds 8, 83–99 (2016)
Birk, M.V., Atkins, C., Bowey, C.T., Mandryk, R.L.: Fostering intrinsic motivation through avatar identification in digital games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2016), pp. 2982–2995 (2016)
Bachen, C.M., Hernandez-Ramos, P., Raphael, C., Waldron, A.: How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? Comput. Hum. Behav. 64, 77–87 (2016)
Yates, D., Moore, D.S., Starnes, D.S.: The Practice of Statistics: TI-83/84/89 Graphing Calculator Enhanced. Macmillan Higher Education, New York (2007)
Likert, R.A.: A technique for the development of attitude scales. Educ. Psychol. Measur. 12, 313–315 (1952)
Triseum: Educators and Administrators ARTé (2016). https://triseum.com/art-history/arte/mecenas/educators-administrators/
Stephens, M.A.: EDF statistics for goodness of fit and some comparisons. J. Am. Stat. Assoc. 69(347), 730–737 (1974)
O’Connor, J.J., Robertson, E.F.: MacTutor history of mathematics archive. University of St Andrews, Scotland (2015)
Wilcoxon, F.: Individual comparisons by ranking methods. Biom. Bull. 1(6), 80–83 (1945)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Appendix A
Appendix A
Questionaire Regarding User Experience from Playing
Rate each of the following statements according to your degree of agreement/disagreement.
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, a part of Springer Nature
About this paper
Cite this paper
Lygkiaris, M.M., Bersimis, F.G., Thomas, A. (2018). ARTé Mecenas: In the Shoes of a Medici. In: Auer, M., Tsiatsos, T. (eds) Interactive Mobile Communication Technologies and Learning. IMCL 2017. Advances in Intelligent Systems and Computing, vol 725. Springer, Cham. https://doi.org/10.1007/978-3-319-75175-7_30
Download citation
DOI: https://doi.org/10.1007/978-3-319-75175-7_30
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-75174-0
Online ISBN: 978-3-319-75175-7
eBook Packages: EngineeringEngineering (R0)