Balancing pedagogy, game and reality components within a unique serious game for training levee inspection

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Abstract

Most educational or training games, also referred to as serious games, have been developed without an underlying design theory. In order to make a contribution to the development of such a theory, we present the underlying design philosophy of Levee Patroller, a 3D first-person game used to train levee patrollers in the Netherlands. This approach stipulates that the design of a serious game is a multi-objective problem where trade-offs need to be made. Making these trade-offs takes place in a 'design space' defined by three general boundary criteria: 1. fun (game), 2. learning (pedagogy), and 3. validity (reality). The various tensions between these three criteria make it difficult to 'balance' or create harmony in a serious game. We illustrate this process with a discussion on the design of Levee Patroller. In addition, we translate the aforementioned general design criteria into a number of concrete design requirements for serious games. © Springer-Verlag Berlin Heidelberg 2007.

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APA

Harteveld, C., Guimarães, R., Mayer, I., & Bidarra, R. (2007). Balancing pedagogy, game and reality components within a unique serious game for training levee inspection. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4469 LNCS, pp. 128–139). Springer Verlag. https://doi.org/10.1007/978-3-540-73011-8_15

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