Assessment of hybrid board game-based learning outcomes using the beatty theoretical framework

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Hybrid board games draw benefits from both the digital and physical worlds. They increase social interaction and provide an enjoyable, seamless experience. Nevertheless, hybrid artefacts do not fit snugly into established game genres, leading to ambiguity regarding the selection of measurement tools. To address this challenge, a video game assessment framework, as outlined in Beatty (2014), was selected. It has a generic template, four dimensions with their respective templates (macro-level, micro-level, builder meta-level and social meta-level) and two feedback loops. This framework was applied from April to August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt game. Results indicate that the framework could provide a solution for assessing hybrid board games, subject to some adjustments, as outlined in this paper. Future work may entail application of the framework, in other drainage basins.

Original languageEnglish
Title of host publicationSimulation Gaming. Applications for Sustainable Cities and Smart Infrastructures - 48th International Simulation and Gaming Association Conference, ISAGA 2017, Revised Selected Papers
EditorsHeide Karen Lukosch, Geertje Bekebrede, Rens Kortmann
PublisherSpringer-Verlag Berlin Heidelberg
Pages161-172
Number of pages12
ISBN (Print)9783319919010
DOIs
Publication statusPublished - 2018
Externally publishedYes
Event48th conference of the International Simulation and Gaming Association, ISAGA 2017 - Delft, Netherlands
Duration: 10 Jul 201714 Jul 2017

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume10825 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference48th conference of the International Simulation and Gaming Association, ISAGA 2017
Country/TerritoryNetherlands
CityDelft
Period10/07/1714/07/17

Keywords

  • Assessment
  • Board games
  • Complexity science
  • Digital games
  • Game-based learning
  • Hybrid games
  • Theoretical framework

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