A methodology of integrating knowledge into applied game and validation of education and entertainment effects

Qing Wang, Hong Chen, Jinfeng Li, Dehai Zhu

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

Applied game aims to help player accumulate knowledge, improve skills, or enhance emotion quotient through game playing process. Although many applied games have been developed in education and training fields, the solution on issues of balance between education and entertainment is still open. This study proposes a methodology for integrating knowledge with applied game combining recreational functions and pedagogic effect. For the purpose, the unified representation based on ontology is employed for game elements, game challenge model and knowledge expression with which the relationship mapping mechanism from diverse categories of knowledge onto game atomic element, especially primary rule, is constructed. As a result, a practical design technique that facilitates to import knowledge into applied game is achieved. In order to verify the practicability, a case of applied game, Qbaby Picture Matching game is designed and developed based on the proposed method. It has been running online and applied in a kindergarten. Moreover, an experiment is performed to identify the effects of education and entertainment. The results imply that the game can definitely produce recreational functions and pedagogic effect. The fact indirectly verifies that the methodology may effectively integrate knowledge with game thereby providing a referable solution for issues of education and entertainment balance.

Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
PublisherSpringer Verlag
Pages21-37
Number of pages17
DOIs
StatePublished - 2016
Externally publishedYes

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9292 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • Applied game
  • Event ontology
  • Game challenge
  • Knowledge

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