Educational Game Scenario Model Based On Imperative Game Goal Typology
Main Article Content
Abstract
Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal the right of first publication. The work is simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0), which permits others to copy, distribute, remix, adapt, and build upon the work, even commercially, provided proper attribution is given to the original authors and the journal as the source of first publication.
- Authors may enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., posting to institutional repositories, inclusion in books), with an acknowledgment of its initial publication in this journal.
- Authors are encouraged to post their work online (e.g., in institutional repositories, personal websites, or preprint servers) prior to and during the submission process. This practice can foster productive exchanges and may lead to earlier and increased citation of the published work.
User Rights:
All articles published Open Access will be immediately and permanently free for everyone to read and download. We are continuously working with our author communities to select the best choice of license options, currently being defined for this journal as follows: Creative Commons Attribution 4.0 International License.
References
Anastasiadis, T. et al, “Digital Game-based Learning and Serious Games in Educationâ€, International Journal of Advance in Scientific Research and Engineering, vol. 4. pp. 139-144. 10.31695/IJASRE.2018.33016, 2018
Roedavan. R. et al, "Serious Game Development Model Based on the Game-Based Learning Foundation", Journal of ICT Research and Applications, vol. 15(3), pp. 291-305, 2021
Laamarti, F., Eid, M. & El Saddik, A., An Overview of Serious Games, International Journal of Computer Games Technology, 2014.
Wati, I., Yuniawatika., "Digital Game-Based Learning as A Solution to Fun Learning Challenges During the Covid-19 Pandemic", International Conference On Information Technology And Education, vol. 508, pp. 202-210, 2020
Chen. C-C., Tu. H-Y., "The Effect of Digital Game-Based Learning on Learning Motivation and Performance Under Social Cognitive Theory and Entrepreneurial Thinking", SCT and Entrepreneurial Thinking, vol. 12, pp. 1-16, 2021
Djaouti, D., Alvarez, J., & Jessel, J.-P. Classifying Serious Games: The G/P/S Model, In P. Felicia (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games, pp. 118-136, 2011
Loh, C.S., Sheng, Y., Ifenthaler, D., Serious Games Analytics: Theoretical Framework. In Loh C., Sheng Y., Ifenthaler D. (eds) Serious Games Analytics. Advances in Game-Based Learning. Switzerland, Springer International Publishing, pp. 3-29, 2015
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P, & Berta, R., Assessment in and of Serious Games: An overview, Advances in Human-Computer Interaction, 136864, 2013.
Hellerstedt, A. & Mozelius, P., Game-based learning - a long history, Irish Conference on Game-based Learning, 2019
Plass, J.L., Homer, B. & Kinzer, C., Foundations of Game-Based Learning, Educational Psychologist, 50(4), pp. 258-283, 2015.
S. Vandercruysse et al, "Game-Based Learning: A Review on the Effectiveness of Educational Games", Handbook of Research on Serious Games as Educational, Business and Research Tools, IGI Global, pp. 628-647, 2012
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P, & Berta, R., Assessment in and of Serious Games: An overview, Advances in Human-Computer Interaction, 136864, 2013.
Klerk, S. & Kato, P., The future value of serious games for assessment: Where do we go now?, Journal of Applied Testing Technology, vol. 18, pp. 32-37, 2017.
Zolotaryova, I. & Plokha, O., Serious games: Evaluation of the learning outcomes, 13th International Conference on Modern Problems of Radio Engineering, Telecommunications and Computer Science (TCSET), Lviv, pp. 858-862, 2016.
Smeureanu, I., Isaila, N., Innovative Educational Scenarios in Game Based Teaching and Learning, Amfiteatru Economic, vol. 19, pp. 890- 899, 2017
Stamou, K., et al, Incorporating a Digital Serious Game into Real-life Distance Learning Practices via Educational Scenarios, European Journal of Engineering and Technology Research, pp. 14-20, 2022.
Schreglmann, S., Kazanci, Z., A Lesson Plan Development Study for Higher Education Based on Needs Assessment “Graphics and Animation in Education†Course, International Education Studies, vol. 11(7), pp. 155-165, 2018
Camingue, J., Melcer, E., Carstensdottir, E., A Visual Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels, International Conference on the Foundations of Digital Games, 2020
Vold,T.,etal,TestingFrameworkforInvestigatingLearningOutcome from Quiz Game – a Study from Macedonia and Norway, IEEE International Conference on. Information Technology Based Higher Education and Training (ITHET), vol. 17, 2018
Ahmad, E., A Formative Assessment Framework Using Game-Quiz Educational Approach, IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pp. 868-872, 2020
Anders,S.,etal,AdventureLegalMedicine:afreeonlineseriousgame for supplementary use in undergraduate medical education, International Journal of Legal Medicine, 2023
Tamayo, P., Development and Effectiveness of a Modified Educational Card Game as Supplementary Material for a Game-Based Science Learning Strategy in Understanding Chromosome Banding Nomenclature, Advanced Science Letters, Vol. 24, pp. 8243-8247, 2018.
Tabb, M., Three-act structure. Prewriting Your Screenplay: A Step-by- Step Guide to Generating Stories, Focal Press Book, 2018
Freytag, G., Technique of the Drama: An Exposition of Dramatic Composition and Art. Scott, Foresman and Company, 1896
Campbell, J., The Hero with a Thousand Faces, Bollingen Foundation, 1949
Park, W., et al., Design and Implementation of Game Scenario Editor, Journal of Korea Game Society, 2010
Chandler, H., Game Production Handbook, Sudbury: Jones and Bartletts Publishers, 2009.
Hendrick, A., Project Management for Game Development, http://mmotidbits.com/2009/06/15/project-management-for-game- development. (18 March 2020).
Ramadan, R. & Widyani, Y., Game development Life Cycle Guidelines, International Conference on Advanced Computer Science and Information Systems, pp. 95-100, Sep 2013.
Lotfi, E., Belahbib, A., & Bouhorma, M., Adaptation of Rapid Prototyping Model for Serious Games Development, Journal of Computer Science and Information Technology, 2(2), pp. 173-183, Jul 2015.
Barbosa, A., Pereira, P., Dias, J. & Frutuoso, G., A New Methodology of Design and Development of Serious Games, International Journal of Computer Games Technology, 817167, Jun 2014.
Debus, M., Zagal, et al, A Typology of Imperative Game Goals, Game Studies, vol. 20, 2020
Laugwitz, B., Held, T., Schrepp, M., Construction and Evaluation of a User Experience Questionnaire, USAB, vol. 5298, pp. 63-76, 2008
Schrepp,M.etal.,ApplyingtheUserExperienceQuestionnaire(UEQ) in Different Evaluation Scenarios, International Conference of Design, User Experience, and Usability, vol. 8517, pp. 383-392, 2014