Serious Games can be a powerful tool for educators to boost the level of student engagement in academic environments, but the level of game expertise and knowledge required in order to design a game with playable mechanics and well integrated learning objectives can be overwhelming. This high barrier to entry for inexperienced designers attempting to employ serious games has not been addressed in a commonly available or recognized step-by-step game design framework. This paper creates a framework which uses the Mechanics, Dynamics, and Aesthetics (MDA) design process as the cornerstone of a step-by-step design matrix targeted at new game designers. It empowers someone with a minimal background in game design to have a much greater level of effectiveness. This is accomplished by using learning objectives and environmental constraints to map ideal game dynamics and game mechanics. A static analysis of existing games is used to assess the effectiveness of the game dynamic and game mechanics mapping matrix. A dynamic analysis of the framework is conducted by creating a cyber education focused serious game using the learning objectives and environmental constraints from an active classroom.
CITATION STYLE
Pendleton, A., & Okolica, J. (2019). Creating serious games with the game design matrix. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11899 LNCS, pp. 530–539). Springer. https://doi.org/10.1007/978-3-030-34350-7_51
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