Share:


A model for the creation of scripted sequences for serious game applications

Abstract

This article presents a method for presenting information in an interactive application, using a method that video games use to create narrative – scripted sequences – while following the principles of instructional design. A model for creating such sequences is also presented, inspired by a similar model for adventure video games. Five adventure video games were analysed to create this model. The created application has several advantages over real-life presentations: 1) the user does not physically have to appear at the location of the presentation, 2) the user can stop and start the presentation at a convenient time, and 3) the application may be more engaging than a recording of a real-life presentation.


Article in English.


Scenarijaus įvykių sekų, skirtų rimtų žaidimų programoms, kūrimo modelis


Santrauka


Straipsnyje pristatomas informacijos pateikimo būdas interaktyvioje kompiuterinėje programoje, taikant metodą kompiuteriniuose žaidimuose perteikti naratyvui – scenarijaus įvykių sekoms, laikantis mokymo dizaino principų. Pristatomas tokių sekų kūrimo modelis, įkvėptas panašaus kompiuterinių žaidimų nuotykių žanro modelio. Naujam modeliui sukurti buvo išanalizuoti penki nuotykių žanro kompiuteriniai žaidimai. Sukurta programa turi keletą pranašumų, palyginti su gyvais pristatymais: 1) vartotojas fiziškai neprivalo pasirodyti pristatymo vietoje; 2) vartotojas gali sustabdyti ir pradėti pristatymą patogiu laiku; 3) programa gali būti patrauklesnė nei realaus pristatymo įrašas.


Reikšminiai žodžiai: informacinės technologijos, instrukcijų dizainas, žaidimų dizainas, animacija, scenarijaus įvykių sekos.

Keyword : information technology, instructional design, game design, animation, scripted sequences

How to Cite
Dapšys, L. (2023). A model for the creation of scripted sequences for serious game applications. Mokslas – Lietuvos Ateitis / Science – Future of Lithuania, 15. https://doi.org/10.3846/mla.2023.19145
Published in Issue
Jun 16, 2023
Abstract Views
288
PDF Downloads
262
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

References

Aarseth, E. (2003). Playing research: Methodological approaches to game analysis. In Game Approaches / Spil-Veje: Papers from Spilforskning.Dk Conference.

Cheung, S. Y., & Ng, K. Y. (2021). Application of the educational game to enhance student learning. Frontiers in Education, 6, 79. https://doi.org/10.3389/FEDUC.2021.623793

Comeras-Chueca, C., Marin-Puyalto, J., Matute-Llorente, A., Vicente-Rodriguez, G., Casajus, J. A., & Gonzalez-Aguero, A. (2021). Effects of active video games on health-related physical fitness and motor competence in children and adolescents with overweight or obesity: Systematic review and meta-analysis. JMIR Serious Games, 9(4), e29981. https://doi.org/10.2196/29981

Domsch, S. (2013). Storyplaying: Agency and narrative in video games. In Storyplaying: Agency and narrative in video games (Vol. 4). De Gruyter. https://doi.org/10.1515/9783110272451

Gagné, R. M. (1985). The conditions of learning and theory of instruction. Holt, Rinehart and Winston. https://books.google.com/books/about/The_Conditions_of_Learning_and_Theory_of.html?id=c1MmAQAAIAAJ

Gardner, J., Barclay, M., Kong, Y., & LeVally, C. (2020). Designing an accelerated graduate evaluation course using the first principles of instruction and interactive media. Journal of Educational Technology Systems, 48(4), 493–517. https://doi.org/10.1177/0047239519893049

Glaser, M., & Schwan, S. (2015). Explaining pictures: How verbal cues influence processing of pictorial learning material. Journal of Educational Psychology, 107(4), 1006–1018. https://doi.org/10.1037/EDU0000044

Graafland, M., & Schijven, M. (2018). How serious games will improve healthcare. In H. Rivas & K. Wac (Eds.), Digital health (pp. 139–157). Springer. https://doi.org/10.1007/978-3-319-61446-5_10

Hersh, M., & Leporini, B. (2018). Editorial: Serious games, education and inclusion for disabled people. British Journal of Educational Technology, 49(4), 587–595. https://doi.org/10.1111/bjet.12650

Ju, E., & Wagner, C. (1997). Personal computer adventure games: Their structure, principles, and applicability for training. ACM SIGMIS Database: The DATABASE for Advances in Information Systems, 28(2), 78–92. https://doi.org/10.1145/264701.264707

Kuba, R., Rahimi, S., Smith, G., Shute, V., & Dai, C. P. (2021). Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos. Educational Technology Research and Development, 69(2), 1201–1220. https://doi.org/10.1007/s11423-021-09994-3

Lo, C. K., & Hew, K. F. (2017). Using ‘first principles of instruction’ to design secondary school mathematics flipped classroom: The findings of two exploratory studies. Educational Technology and Society, 20(1), 222–236. http://hdl.handle.net/10722/247007

Lo, C. K., Lie, C. W., & Hew, K. F. (2018). Applying “First Principles of Instruction” as a design theory of the flipped classroom: Findings from a collective study of four secondary school subjects. Computers & Education, 118, 150–165. https://doi.org/10.1016/J.COMPEDU.2017.12.003

Mayer, R. E. (2017). Using multimedia for e-learning. Journal of Computer Assisted Learning, 33(5), 403–423. https://doi.org/10.1111/jcal.12197

Merrill, M. D. (2009). First principles of instruction. In Instructional-Design theories and models: Building a common knowledge base: (Vol. 3, pp. 41–56). Routledge. https://doi.org/10.4324/9780203872130-9

Naul, E., & Liu, M. (2020). Why story matters: A review of narrative in serious games. Journal of Educational Computing Research, 58(3), 687–707. https://doi.org/10.1177/0735633119859904

Tu, W., & Snyder, M. M. (2017). Developing conceptual understanding in a statistics course: Merrill’s First Principles and real data at work. Educational Technology Research and Development, 65(3), 579–595. https://doi.org/10.1007/s11423-016-9482-1