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Abstract
STEAM is a serious game developed as a medium for helping
teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting and combining
different modes, semiotic resources and semiotic ensembles. In this paper, we present the design and usability evaluation of the game. The usability study was conducted with (n=32) school teachers completing an online survey after playtesting the game for identifying, capturing and fine-tuning in-game usability aspects. The findings indicated that the game’s core mechanics, the ingame dialogues and card-game, represent and visualise the content and process of multimodal in-game ensembles whilst the development of in-game feedback and progress indicators was perceived as having the capacity to guide understandings on in-game multimodality and to track in-game progress.
teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting and combining
different modes, semiotic resources and semiotic ensembles. In this paper, we present the design and usability evaluation of the game. The usability study was conducted with (n=32) school teachers completing an online survey after playtesting the game for identifying, capturing and fine-tuning in-game usability aspects. The findings indicated that the game’s core mechanics, the ingame dialogues and card-game, represent and visualise the content and process of multimodal in-game ensembles whilst the development of in-game feedback and progress indicators was perceived as having the capacity to guide understandings on in-game multimodality and to track in-game progress.
Original language | English |
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Title of host publication | 13th International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2019) |
Editors | Michael E. Auer, Thrasyvoulos Tsiatsos |
Publisher | Springer |
Pages | 559-570 |
Number of pages | 12 |
ISBN (Electronic) | 978-3-030-49932-7 |
ISBN (Print) | 978-3-030-49931-0 |
DOIs | |
Publication status | Published - 1 Jan 2021 |
Event | 13th International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece Duration: 31 Oct 2019 → 1 Nov 2019 http://mcl-conference.org/current/cfp_imcl2019.php |
Publication series
Name | Advances in Intelligent Systems and Computing |
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Publisher | Springer |
ISSN (Print) | 2194-5357 |
Conference
Conference | 13th International Conference on Interactive Mobile Communication Technologies and Learning |
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Abbreviated title | IMCL2019 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 31/10/19 → 1/11/19 |
Internet address |
Bibliographical note
Funding Information:Acknowledgements. The STEAM project received funding from the European Commission, Erasmus + with grant agreement n°2016-1-FR01-KA204-024178.
Keywords
- serious games
- multimodality
- teaching
- usability
- game design
- Game design
- Multimodality
- Serious games
- Usability
- Teaching
ASJC Scopus subject areas
- Control and Systems Engineering
- Computer Science(all)
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Dive into the research topics of 'A serious game for amplifying awareness on multimodal teaching: Game design and usability study'. Together they form a unique fingerprint.Projects
- 1 Finished
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Serious Game to Train Experts in Advanced Multimodality
Kato, P., Dunwell, I. & Lameras, P.
1/09/16 → 31/08/19
Project: Research