TY - GEN
T1 - Assessment in serious alternate reality games
AU - Lynch, Ronan
AU - Mallon, Bride
AU - Connolly, Cornelia
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/10/15
Y1 - 2018/10/15
N2 - The pedagogical application of Alternate Reality Games (ARGs) is relatively new, and there is little knowledge in how to align ARGs and Game-Based Learning (GBL). Presented is a design-based research study that included the creation of an artefact, Plunkett's Pages, an ARG designed to teach players about events from Ireland's rebellious 1916 Easter Rising. The ARG portrays the actual events of the era through interactive storytelling, detective work, social media, and multimedia technologies and produces a collaborative, treasure-hunt style game as players go on a voyage of discovering the missing pages of a rebel's diary in a bid to uncover the 'truth' behind 1916. The study of Plunkett's Pages provides insights into the pedagogical application of such games, addressing the challenge of reconstructing a century-old narrative for the digital age. Lessons are abstracted as guidelines to assist game designers and educators in the creation and management of quality Serious ARGs. One such guideline, Assessment, is detailed herein.
AB - The pedagogical application of Alternate Reality Games (ARGs) is relatively new, and there is little knowledge in how to align ARGs and Game-Based Learning (GBL). Presented is a design-based research study that included the creation of an artefact, Plunkett's Pages, an ARG designed to teach players about events from Ireland's rebellious 1916 Easter Rising. The ARG portrays the actual events of the era through interactive storytelling, detective work, social media, and multimedia technologies and produces a collaborative, treasure-hunt style game as players go on a voyage of discovering the missing pages of a rebel's diary in a bid to uncover the 'truth' behind 1916. The study of Plunkett's Pages provides insights into the pedagogical application of such games, addressing the challenge of reconstructing a century-old narrative for the digital age. Lessons are abstracted as guidelines to assist game designers and educators in the creation and management of quality Serious ARGs. One such guideline, Assessment, is detailed herein.
KW - ARGs
KW - Alternate Reality Games
KW - Educational Games
KW - Game-Based Learning
KW - Serious ARGs
KW - Serious Games
UR - https://www.scopus.com/pages/publications/85057328921
U2 - 10.1109/VS-Games.2018.8493411
DO - 10.1109/VS-Games.2018.8493411
M3 - Conference Publication
T3 - 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings
BT - 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018
Y2 - 5 September 2018 through 7 September 2018
ER -