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Development of a Pick-Up-And-Play Gamification Geography Game for Learnability
Linköping University, Department of Computer and Information Science.
2020 (English)Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesisAlternative title
Utveckling av ett pick-up-and-play gamification geografispel för lärbarhet (Swedish)
Abstract [en]

Gamification, immersion and flow are well known within game design, and more frequently considered within the development of educational applications. The simplicity and comprehensibility of an educational game can result into improved learning and a more enjoyable experience, as the focus on the gameplay increases with less instructions and a more straightforward approach for playing and learning.

The aim is to focus on the relevant areas in order to implement a pick-up-and-play gamification geography game for learnability, as well as understanding the considerations when developing an educational application of this kind. Moreover, the work mainly focuses on the implementation of relevant and central game design elements, including animations, correlated to the researched areas. Given the information and the implementation, evaluation and analyzation were performed using Think-Aloud protocol combined with two scripted tests. Additionally, two slightly modified questionnaires were used, the Game Experience Questionnaire and User Engagement Scale Short Form, as a completion for any uncertainties or missing information after the Think-Aloud protocol.

The work has brought up the importance of understanding the correlation between the relevant areas and the game design elements, as well as discussed these in context of this work. Moreover, it describes the importance of the well-balanced usage of animations, which improves the dynamic and engaging experience, while also contributing to a clearer feedback. The Think-Aloud protocol have shown being very useful and effective for the evaluation and analyzation. However, the questionnaires were only useful to some extent, but overall ambiguous and confusing, mainly because of the short playtime by the participants, as well as the difficulties in interpreting the assumptions.

Place, publisher, year, edition, pages
2020.
Keywords [en]
Gamification, Pick-Up-And-Play, Think-Aloud, User-Engagement
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:liu:diva-171738ISRN: LIU-IDA/LITH-EX-G--20/071--SEOAI: oai:DiVA.org:liu-171738DiVA, id: diva2:1505418
Subject / course
Computer science
Supervisors
Examiners
Available from: 2020-12-01 Created: 2020-11-30 Last updated: 2020-12-01Bibliographically approved

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fulltext(1758 kB)77 downloads
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dfd6fd9b916ae4cc63472e929fbb7114c50c193a713f1170ee7beaff5bf631c8fe8d1f1b10d66ce4642e3d74379ff2c1b473ed5c0e842f3dbf43df4a7d6e401c
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Department of Computer and Information Science
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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf