Bombs, Fish, and Coral Reefs

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Bombs, Fish, and Coral Reefs. / Bergervoet, Erwin J.; van der Sluis, Frans; van Dijk, E.M.A.G.; Nijholt, Anton.

In: Visual Computer, Vol. 29, No. 2, 2013, p. 99-110.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Bergervoet, EJ, van der Sluis, F, van Dijk, EMAG & Nijholt, A 2013, 'Bombs, Fish, and Coral Reefs', Visual Computer, vol. 29, no. 2, pp. 99-110. <https://ssrn.com/abstract=2947844>

APA

Bergervoet, E. J., van der Sluis, F., van Dijk, E. M. A. G., & Nijholt, A. (2013). Bombs, Fish, and Coral Reefs. Visual Computer, 29(2), 99-110. https://ssrn.com/abstract=2947844

Vancouver

Bergervoet EJ, van der Sluis F, van Dijk EMAG, Nijholt A. Bombs, Fish, and Coral Reefs. Visual Computer. 2013;29(2):99-110.

Author

Bergervoet, Erwin J. ; van der Sluis, Frans ; van Dijk, E.M.A.G. ; Nijholt, Anton. / Bombs, Fish, and Coral Reefs. In: Visual Computer. 2013 ; Vol. 29, No. 2. pp. 99-110.

Bibtex

@article{32f2b2d86ca84cfcb1285c6c364985dd,
title = "Bombs, Fish, and Coral Reefs",
abstract = "Often, the way subject matter is included in educational games does not fully utilize or sometimes even inhibits the full learning potential of games. This paper argues that in order to optimally use the potential of games for learning, games should be endogenous. An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves, rather than bolted-on using explicit messages. This research examines the relation between explicit messages, explorative game behavior, and comprehension by developing two versions of an endogenous educational game about overfishing, one with and one without an explicit purpose. The game was tested with 13 children aged 8 to 11. The results indicate that factual knowledge and comprehension is increased with explicit messages, and in particular deep comprehension is fostered by explorative game behavior. This confirms the plea for endogenous games to teach about bombs, fish, coral reefs, and more.",
keywords = "Educational games, Endogenous games, Exogenous games, Game design, Game experience",
author = "Bergervoet, {Erwin J.} and {van der Sluis}, Frans and {van Dijk}, E.M.A.G. and Anton Nijholt",
year = "2013",
language = "English",
volume = "29",
pages = "99--110",
journal = "Visual Computer",
number = "2",

}

RIS

TY - JOUR

T1 - Bombs, Fish, and Coral Reefs

AU - Bergervoet, Erwin J.

AU - van der Sluis, Frans

AU - van Dijk, E.M.A.G.

AU - Nijholt, Anton

PY - 2013

Y1 - 2013

N2 - Often, the way subject matter is included in educational games does not fully utilize or sometimes even inhibits the full learning potential of games. This paper argues that in order to optimally use the potential of games for learning, games should be endogenous. An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves, rather than bolted-on using explicit messages. This research examines the relation between explicit messages, explorative game behavior, and comprehension by developing two versions of an endogenous educational game about overfishing, one with and one without an explicit purpose. The game was tested with 13 children aged 8 to 11. The results indicate that factual knowledge and comprehension is increased with explicit messages, and in particular deep comprehension is fostered by explorative game behavior. This confirms the plea for endogenous games to teach about bombs, fish, coral reefs, and more.

AB - Often, the way subject matter is included in educational games does not fully utilize or sometimes even inhibits the full learning potential of games. This paper argues that in order to optimally use the potential of games for learning, games should be endogenous. An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves, rather than bolted-on using explicit messages. This research examines the relation between explicit messages, explorative game behavior, and comprehension by developing two versions of an endogenous educational game about overfishing, one with and one without an explicit purpose. The game was tested with 13 children aged 8 to 11. The results indicate that factual knowledge and comprehension is increased with explicit messages, and in particular deep comprehension is fostered by explorative game behavior. This confirms the plea for endogenous games to teach about bombs, fish, coral reefs, and more.

KW - Educational games

KW - Endogenous games

KW - Exogenous games

KW - Game design

KW - Game experience

M3 - Journal article

VL - 29

SP - 99

EP - 110

JO - Visual Computer

JF - Visual Computer

IS - 2

ER -

ID: 209745509