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ARTé Mecenas: In the Shoes of a Medici

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Interactive Mobile Communication Technologies and Learning (IMCL 2017)

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.

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Notes

  1. 1.

    The sense of connection with the Avatar.

  2. 2.

    The user’s absorption and enjoyment resulting from the activity.

  3. 3.

    The sense of being in the game’s environment.

  4. 4.

    The user’s sense of immediate feedback and control on interactive media.

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Correspondence to Michalis Matthaios Lygkiaris .

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Appendix A

Appendix A

Questionaire Regarding User Experience from Playing

Rate each of the following statements according to your degree of agreement/disagreement.

figure b
figure c

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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

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  • DOI: https://doi.org/10.1007/978-3-319-75175-7_30

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-75174-0

  • Online ISBN: 978-3-319-75175-7

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