Högskolan i Skövde

his.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • 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
Children's collaboration in emergent game environments
University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.ORCID iD: 0000-0003-1458-8557
University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.ORCID iD: 0000-0001-9287-9507
University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
2013 (English)In: Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG 2013), Society for the Advancement of the Science of Digital Games , 2013, p. 306-313Conference paper, Published paper (Refereed)
Abstract [en]

The research presented in this paper examines how collaborative learning manifests in different environments of emergent play. Emergent games are interesting objects of study from a serious games perspective as their non-linear and open-endednature canalleviate issues caused by impersonal and inflexible content. But, in order for them to be useful in learning contexts, methods for assessment of player actions and participation in emergent games need to be improved. Our approach to this issue was to device a methodology to track individual group members’ work contributions during different types of group exercises. Groups of middle-school children, ages 6-9,were tasked to build structures out of LEGOs and in the game Minecraft and, through the devised tracking method, data from the different exercises were compared in order to determine how the collaborative patterns within the groups varied depending on what type of exercise they were performing. The results of the study indicate that the computer based emergent system was experienced as more engaging and immersive than the face-to-face one, and that it fostered continuous discovery, experimentation and problem solving throughout the game session.The devised methodology resulted in some good indicators regarding collaborative behavior, but more parameters need to be added for it to be usable for effective and meaningful player assessments.

Place, publisher, year, edition, pages
Society for the Advancement of the Science of Digital Games , 2013. p. 306-313
Keywords [en]
Emergent games, serious games, learning games, collaborative patterns, technology-mediated interaction
National Category
Interaction Technologies Human Aspects of ICT Learning
Research subject
Technology
Identifiers
URN: urn:nbn:se:his:diva-8905ISBN: 978-0-9913982-0-1 (print)OAI: oai:DiVA.org:his-8905DiVA, id: diva2:699223
Conference
Foundations of Digital Games
Available from: 2014-02-26 Created: 2014-02-26 Last updated: 2023-04-14Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Länk till fulltext

Authority records

Berg Marklund, BjörnBacklund, PerJohannesson, Mikael

Search in DiVA

By author/editor
Berg Marklund, BjörnBacklund, PerJohannesson, Mikael
By organisation
School of Humanities and InformaticsThe Informatics Research Centre
Interaction TechnologiesHuman Aspects of ICTLearning

Search outside of DiVA

GoogleGoogle Scholar

isbn
urn-nbn

Altmetric score

isbn
urn-nbn
Total: 2200 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • 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