Title:
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A GENERAL FRAMEWORK FOR DIGITAL GAME-BASED TRAINING SYSTEMS |
Author(s):
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Angela Brennecke , Heidrun Schumann |
ISBN:
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978-972-8924-85-0 |
Editors:
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Katherine Blashki |
Year:
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2009 |
Edition:
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Single |
Keywords:
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Serious Games, Digital Game-based Training System, Digital Game-based Learning, Framework Design, Virtual CSI. |
Type:
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Full Paper |
First Page:
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51 |
Last Page:
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58 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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A prevailing goal of digital game-based learning is to support education with serious games. Yet serious games have not
become an integral part of education so far: the software applications generally focus on the learning aspect of education
and disregard support for teaching as well as for communication between teacher and student. In this paper, we present a
general framework for digital game-based training systems that adapts serious game design to education. It is based on a
schematic representation of education and introduces generic components that support learning, teaching, and teacherstudent-
communication. It therefore uses two different game player roles and two different parts of the game story: backstory
and main-story. The back-story has to be played by the teacher whereas the main story has to be played by the
student. By playing the back-story, the teacher can prepare the main-story, which is the actual training session. In
addition, teacher-student-communication is supported by reviewing training sessions and generating a visual review log
for classroom discussion. The general framework has successfully been used to implement the prototypical digital gamebased
training system OpenCrimeScene. |
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