As web-based open data sources become increasingly accessible and rich, translating and repurposing this data towards an educational goal is a topic of interest. Significant challenges exist in taking this data and translating it to a form meaningful, relevant, and engaging to the learner, addressing the gap between information, knowledge, and understanding. Games provide a key medium through which this may be achieved, though limited evidence exists as regards the best techniques, both pedagogical and technological, by which data can be translated to engaging and educational material. In this paper, we describe the approach adopted by a serious game supporting the development of healthy lifestyles amongst adolescents. The game itself places the player as a survivor in a post-apocalyptic scenario, tasked with survival and exploration. Utilising the United States Department of Agriculture's open data on nutritional information, four different mini-games are implemented in the form of two quiz-based approaches, a puzzle, and a system directly connected to wider game mechanics as a “crafting” system. We discuss the design rationale behind these games and their differences, and present the outcomes of usability testing showing some insight into the various techniques. Our discussion contributes to the theory of how common game mechanics might best be applied to open data to provide effective and engaging educational experiences.
|Title of host publication||2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)|
|Number of pages||6|
|Publication status||Published - 24 Nov 2016|
|Event||2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization - Thessaloniki, Greece|
Duration: 20 Oct 2016 → 21 Oct 2016
|Workshop||2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization|
|Period||20/10/16 → 21/10/16|
Bibliographical noteThe full text is currently unavailable on the repository.
- persuasive games
- game-based learning
- open data
- game design
- content repurposig
- lifestyle intervention