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Integrating the Principles of DGBL, CSCL, and Playability in the Design of Social Videogames: A Case Study

Integrating the Principles of DGBL, CSCL, and Playability in the Design of Social Videogames: A Case Study
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Author(s): Carina Soledad González-González (Universidad de La Laguna, Spain), Francisco Blanco Izquierdo (Universidad de La Laguna, Spain)and Pedro Toledo Delgado (Universidad de La Laguna, Spain)
Copyright: 2013
Pages: 12
Source title: Student Usability in Educational Software and Games: Improving Experiences
Source Author(s)/Editor(s): Carina Gonzalez (University of La Laguna, Spain)
DOI: 10.4018/978-1-4666-1987-6.ch014

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Abstract

Research and experience have proved that videogames can be applied effectively in a wide variety of learning contexts. With the objective to extend the use of educational videogames with hospitalized children, the authors are working on the design of social educational videogames. Their proposal follows the foundations of Digital Game-Based Learning (DGBL), the Computer Supported Collaborative Learning (CSCL), and playability. In order to test the effects of the designed prototype with real users in educational contexts, the authors carried out a pilot study about their educational 3D videogame prototype. The objective of this pilot experiment was measuring the playability and extending this evaluation to the social interactions and emotional aspects. The authors present in this chapter the principles of design of their videogame and some preliminary results about the developed study.

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