Um estudo sobre recomendações para o design de jogos educacionais multiplayer
Resumo
Jogos educacionais multiplayer têm o potencial de promover engajamento, colaboração e debate em processos de aprendizagem mais ativos e significativos. Com o intuito de conhecer recomendações que apoiem o design de jogos educacionais multiplayer foi conduzido um estudo realizado em 3 etapas: (i) um mapeamento sistemático da literatura, conduzido com o intuito de conhecer o estado da arte de recomendações para o design de jogos multiplayer; (ii) uma análise de jogos educacionais multiplayer, com o objetivo de verificar se as recomendações identificadas no mapeamento têm sido empregadas nos jogos educacionais disponíveis; (iii) um estudo sobre o design de jogos educacionais colaborativos, com o intuito de aprofundar a análise de recomendações com foco no design dos jogos multiplayer que promovam a colaboração. Com os estudos conduzidos foi possível consolidar um conjunto inicial de recomendações para o design de jogos educacionais multiplayer.
Palavras-chave:
design de jogos, recomendações de design, jogo educacional, jogo multiplayer
Referências
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BALLABIO, M.; LOIACONO, D. Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters, In: IEEE, 978-1-7281-1884-0, 2019.
BUCHINGER, D.; HOUNSELL, M. S. Guidelines for designing and using collaborative-competitive serious games, In: Computers & Education 118, 133–14, Brazil, 2018, https://doi.org/10.1016/j.compedu.2017.11.007.
ECHEVERRÍA, A.; CAMPO, C.G.; NUSSBAUM, M.; GIL, F.; VILLALTA, M.; AMÉSTICA, M.; ECHEVERRÍA, S. A framework for the design and integration of collaborative classroom games, In: Computers & Education, 57, 1127–1136, 2011.
ESCUDEIRO, P.; BIDARRA, J. Qualitative evaluation framework. RISTI-Revista Ibérica de Sistemas e Tecnologias de Informação, 2008.
FELLOWS, K. Kenan Institute - Kenan Fellows Program. 2007. Acesso em 05/07/2022 https://kenanfellows.org/.
GARCIA-RUIZ, M. A. Nerdherder: Designing colocated physical-digital games with sociological theories, Games user research : a case study approach, Boca Raton, FL: Taylor & Francis, LCCN 2015043400 | ISBN 9781498706407, 2017.
SUNG, H.-Y.; HWANG, G.-J. A collaborative game-based learning approach to improving students’ learning performance in science courses, In: Computers & Education, Taiwan, 63 43–51, 2013.
JAGANNATH, K.; SALEN, K.; SLOVÁK, P. “(We) Can Talk It Out...”: Designing for Promoting Conflict-Resolution Skills in Youth on a Moderated Minecraft Server. Proc. ACM Hum.-Comput. Interact. 4, CSCW1, Article 49, 26 pages, 2020. https://doi.org/10.1145/3392855
JOHNSON, D.W.; JOHNSON, R.T. Learning together. In: Sharan S, editor. Handbook of cooperative learning methods. Connecticut: Greenwood Press; 1994.
LI, Q.; WU, Z.; XU, P.; QU, H.; MA, X. A Multi-Phased Co-design of an Interactive Analytics System for MOBA Game Occurrences, DIS 9–13, Hong Kong, 2018, DOI: https://doi.org/10.1145/3196709.3196771.
LIU, T.-Y.; CHU, Y.-L. Using ubiquitous games in an English listening and speaking course: impact on learning outcomes and motivation, In: Computers & Education, Taiwan, 630–643, 2010.
MAHJOUBI, S.; BAO, Y. Game theory-based metaheuristics for structural design optimization, In: Computer-Aided Civil and Infrastructure Engineering, USA, 2021, DOI: 10.1111/mice.12661.
MARÍA, A. E. C.; ROMÁN, E. S. P.; NITAE, A. U. O.; ARIEL, O. O. B.; PEDRO, E. C. N. Teaching principles of programming without ICT: Sharing experiences on the design of a board game. In XX International Conference on Human Computer Interaction, Donostia, Gipuzkoa, Spain. ACM, New York, NY, USA, 8 pages, 2019. https://doi.org/10.1145/3335595.3335627.
MAUREIRA, M. A. G.; KNIESTEDT, I.; DINGLI, S.; FARRUGIA, D. M.; MARKLUND, B. B. CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets, In International Conference on the Foundations of Digital Games (FDG ’20), Bugibba, Malta. ACM, New York, NY, USA, 10 pages. September 15–18, 2020. DOI: https://doi.org/10.1145/3402942.3403003.
NETO, N.; ESCUDEIRO, P.; GALASSO, B.; ESDRAS, D. Development of an inclusive multiplayer serious game for blind and deaf, In: 15th Iberian Conference on Information Systems and Technologies (CISTI), Seville, Spain, 2020.
PARASKEVA, F.; MYSIRLAKI, S.; PAPAGIANNI, A. Multiplayer online games as educational tools: Facing new challenges in learning, In: Computers & Education. 54, 498–505, Greece, 2010.
READ, J.C. Evaluating artefacts with children: Age and technology effects in the reporting of expected and experienced fun. 14th ACM International Conference on Multimodal Interaction, Santa Monica, 2012.
SOLTANIAN, A.; NABOULSI, D.; GLITHO, R.; MEMBER, S.; ELBIAZE, H. Resource Allocation Mechanism for Media Handling Services in Cloud Multimedia Conferencing, In: IEEE Journal On Selected Areas In Communications, Vol. 37, No. 5, 2019.
SQUIRE, K. Cultural framing of computer games. Game Studies, 2001, http://gamestudies.org/0102/squire/, Acessado 29.06.2022.
SWEETSER, P.; JOHNSON, D.; KYBURZ, J. Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development, In: Proceedings of Australasian Computer Science Week (ACSW), 2020, https://doi.org/10.1145/3373017.3373068
SWEETSER, P.; JOHNSON, D.; WYETH, P.; ANWAR, A.; MENG, Y.; OZDOWSKA, A. GameFlow in different game genres and platforms. Computers in Entertainment. 15, 3, Article 1, 24 pages, 2017, DOI: http://dx.doi.org/10.1145/3034780
SWEETSER, P.; WYETH, P. GameFlow: a model for evaluating player enjoyment in games, In: Computers in Entertainment,Volume 3,Issue 3, pp 3, 2005, https://doi.org/10.1145/1077246.1077253
VELLA, K.; KLARKOWSKI, M.; TURKAY, S.; JOHNSON, D. Making friends in online games: gender differences and designing for greater social connectedness, Behaviour & Information Technology, 39:8, 917-934, 2020, DOI: 10.1080/0144929X.2019.1625442
VILLALTA, M.; GAJARDO, I.; NUSSBAUM, M.; ANDREU, J.J.; ECHEVERRÍA, A.; PLASS, J.L. Design guidelines for Classroom Multiplayer Presential Games (CMPG), In: Computers & Education 57, 2039–2053, Chile, 2011.
ZEA, N. P.; SÁNCHEZ, J. L. G.; GUTIÉRREZ, F.L.; CABRERA, M. J.; PADEREWSKI, P. Design of educational multiplayer videogames: a vision from collaborative learning, In: Advances in Engineering Software, 40, 1251–1260, 2009.
ZHANG, F.; DOROUDIAN, A.; KAUFMAN, D.; HAUSKNECHT, S.; JEREMIC, J.; OWENS, H. Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults, In: ITAP, Part II, LNCS 10298, pp. 296–307, 2017. DOI: 10.1007/978-3-319-58536-9_24
BALLABIO, M.; LOIACONO, D. Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters, In: IEEE, 978-1-7281-1884-0, 2019.
BUCHINGER, D.; HOUNSELL, M. S. Guidelines for designing and using collaborative-competitive serious games, In: Computers & Education 118, 133–14, Brazil, 2018, https://doi.org/10.1016/j.compedu.2017.11.007.
ECHEVERRÍA, A.; CAMPO, C.G.; NUSSBAUM, M.; GIL, F.; VILLALTA, M.; AMÉSTICA, M.; ECHEVERRÍA, S. A framework for the design and integration of collaborative classroom games, In: Computers & Education, 57, 1127–1136, 2011.
ESCUDEIRO, P.; BIDARRA, J. Qualitative evaluation framework. RISTI-Revista Ibérica de Sistemas e Tecnologias de Informação, 2008.
FELLOWS, K. Kenan Institute - Kenan Fellows Program. 2007. Acesso em 05/07/2022 https://kenanfellows.org/.
GARCIA-RUIZ, M. A. Nerdherder: Designing colocated physical-digital games with sociological theories, Games user research : a case study approach, Boca Raton, FL: Taylor & Francis, LCCN 2015043400 | ISBN 9781498706407, 2017.
SUNG, H.-Y.; HWANG, G.-J. A collaborative game-based learning approach to improving students’ learning performance in science courses, In: Computers & Education, Taiwan, 63 43–51, 2013.
JAGANNATH, K.; SALEN, K.; SLOVÁK, P. “(We) Can Talk It Out...”: Designing for Promoting Conflict-Resolution Skills in Youth on a Moderated Minecraft Server. Proc. ACM Hum.-Comput. Interact. 4, CSCW1, Article 49, 26 pages, 2020. https://doi.org/10.1145/3392855
JOHNSON, D.W.; JOHNSON, R.T. Learning together. In: Sharan S, editor. Handbook of cooperative learning methods. Connecticut: Greenwood Press; 1994.
LI, Q.; WU, Z.; XU, P.; QU, H.; MA, X. A Multi-Phased Co-design of an Interactive Analytics System for MOBA Game Occurrences, DIS 9–13, Hong Kong, 2018, DOI: https://doi.org/10.1145/3196709.3196771.
LIU, T.-Y.; CHU, Y.-L. Using ubiquitous games in an English listening and speaking course: impact on learning outcomes and motivation, In: Computers & Education, Taiwan, 630–643, 2010.
MAHJOUBI, S.; BAO, Y. Game theory-based metaheuristics for structural design optimization, In: Computer-Aided Civil and Infrastructure Engineering, USA, 2021, DOI: 10.1111/mice.12661.
MARÍA, A. E. C.; ROMÁN, E. S. P.; NITAE, A. U. O.; ARIEL, O. O. B.; PEDRO, E. C. N. Teaching principles of programming without ICT: Sharing experiences on the design of a board game. In XX International Conference on Human Computer Interaction, Donostia, Gipuzkoa, Spain. ACM, New York, NY, USA, 8 pages, 2019. https://doi.org/10.1145/3335595.3335627.
MAUREIRA, M. A. G.; KNIESTEDT, I.; DINGLI, S.; FARRUGIA, D. M.; MARKLUND, B. B. CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets, In International Conference on the Foundations of Digital Games (FDG ’20), Bugibba, Malta. ACM, New York, NY, USA, 10 pages. September 15–18, 2020. DOI: https://doi.org/10.1145/3402942.3403003.
NETO, N.; ESCUDEIRO, P.; GALASSO, B.; ESDRAS, D. Development of an inclusive multiplayer serious game for blind and deaf, In: 15th Iberian Conference on Information Systems and Technologies (CISTI), Seville, Spain, 2020.
PARASKEVA, F.; MYSIRLAKI, S.; PAPAGIANNI, A. Multiplayer online games as educational tools: Facing new challenges in learning, In: Computers & Education. 54, 498–505, Greece, 2010.
READ, J.C. Evaluating artefacts with children: Age and technology effects in the reporting of expected and experienced fun. 14th ACM International Conference on Multimodal Interaction, Santa Monica, 2012.
SOLTANIAN, A.; NABOULSI, D.; GLITHO, R.; MEMBER, S.; ELBIAZE, H. Resource Allocation Mechanism for Media Handling Services in Cloud Multimedia Conferencing, In: IEEE Journal On Selected Areas In Communications, Vol. 37, No. 5, 2019.
SQUIRE, K. Cultural framing of computer games. Game Studies, 2001, http://gamestudies.org/0102/squire/, Acessado 29.06.2022.
SWEETSER, P.; JOHNSON, D.; KYBURZ, J. Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development, In: Proceedings of Australasian Computer Science Week (ACSW), 2020, https://doi.org/10.1145/3373017.3373068
SWEETSER, P.; JOHNSON, D.; WYETH, P.; ANWAR, A.; MENG, Y.; OZDOWSKA, A. GameFlow in different game genres and platforms. Computers in Entertainment. 15, 3, Article 1, 24 pages, 2017, DOI: http://dx.doi.org/10.1145/3034780
SWEETSER, P.; WYETH, P. GameFlow: a model for evaluating player enjoyment in games, In: Computers in Entertainment,Volume 3,Issue 3, pp 3, 2005, https://doi.org/10.1145/1077246.1077253
VELLA, K.; KLARKOWSKI, M.; TURKAY, S.; JOHNSON, D. Making friends in online games: gender differences and designing for greater social connectedness, Behaviour & Information Technology, 39:8, 917-934, 2020, DOI: 10.1080/0144929X.2019.1625442
VILLALTA, M.; GAJARDO, I.; NUSSBAUM, M.; ANDREU, J.J.; ECHEVERRÍA, A.; PLASS, J.L. Design guidelines for Classroom Multiplayer Presential Games (CMPG), In: Computers & Education 57, 2039–2053, Chile, 2011.
ZEA, N. P.; SÁNCHEZ, J. L. G.; GUTIÉRREZ, F.L.; CABRERA, M. J.; PADEREWSKI, P. Design of educational multiplayer videogames: a vision from collaborative learning, In: Advances in Engineering Software, 40, 1251–1260, 2009.
ZHANG, F.; DOROUDIAN, A.; KAUFMAN, D.; HAUSKNECHT, S.; JEREMIC, J.; OWENS, H. Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults, In: ITAP, Part II, LNCS 10298, pp. 296–307, 2017. DOI: 10.1007/978-3-319-58536-9_24
Publicado
16/11/2022
Como Citar
ZIVIANI, Patricia; BEDER, Delano Medeiros; OTSUKA, Joice Lee.
Um estudo sobre recomendações para o design de jogos educacionais multiplayer. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 33. , 2022, Manaus.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 427-439.
DOI: https://doi.org/10.5753/sbie.2022.224782.