TY - GEN
T1 - Assessment of hybrid board game-based learning outcomes using the beatty theoretical framework
AU - Onencan, Abby Muricho
N1 - Publisher Copyright:
© Springer International Publishing AG, part of Springer Nature 2018.
PY - 2018
Y1 - 2018
N2 - 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.
AB - 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.
KW - Assessment
KW - Board games
KW - Complexity science
KW - Digital games
KW - Game-based learning
KW - Hybrid games
KW - Theoretical framework
UR - http://www.scopus.com/inward/record.url?scp=85048042938&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-91902-7_16
DO - 10.1007/978-3-319-91902-7_16
M3 - Conference contribution
AN - SCOPUS:85048042938
SN - 9783319919010
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 161
EP - 172
BT - Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures - 48th International Simulation and Gaming Association Conference, ISAGA 2017, Revised Selected Papers
A2 - Lukosch, Heide Karen
A2 - Bekebrede, Geertje
A2 - Kortmann, Rens
PB - Springer-Verlag Berlin Heidelberg
T2 - 48th conference of the International Simulation and Gaming Association, ISAGA 2017
Y2 - 10 July 2017 through 14 July 2017
ER -