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Erik D. van der Spek

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Publications by Erik D. van der Spek (bibliography)

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2010
 
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Wouters, Pieter, Oostendorp, Herre van and Spek, Erik D. van der (2010): Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 287-293.

Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives (e.g., cognitive skills) and information describing the dynamics of the game, (2) guidelines to trigger learning naturally in the game. Findings/Design -- Our proposed methodology comprises two stages. First, a cognitive task analysis (CTA) is made of the task or the domain that has to be learned. Second, the information of this analysis has to be integrated with game-related information elements using our Game Discourse Analysis (GDA). We developed a taxonomy of information elements, types of relations and aggregates of information elements which form the tools for the GDA. We showcase the methodology in the domain of triage. In addition, we present two pilot studies to validate our claims. Research limitations/Implications -- Although the two pilot studies provide some evidence for our claims, more research is needed. Originality/Value -- Currently, the community of (serious) games designers lacks an instrument to design engaging serious games, to communicate about these games and to make comparisons between serious games. Our methodology fills in this gap. Take away message -- Serious game design requires a methodology (GDA) that enables designers to describe, visualize, understand and manipulate the information flow in games in order to create effective and engaging serious games.

© All rights reserved Wouters et al. and/or their publisher

 
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Spek, Erik D. van der (2010): COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (Code Red Triage): doctoral consortium paper. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 319-322.

Motivation -- To improve the effectiveness of (serious) games by empirically testing a number of cognition-based game design guidelines. Research approach -- A serious game was made to train players in performing the primary triage procedure in a large scale crisis situation. With this game, a number of game design decisions are systematically varied and the subsequent corresponding effects on learning gains, mental model construction and perceived engagement empirically tested. Findings -- While the game has been successful in training the triage procedure, the use of auditory guidance cues has led to worse mental model construction. Research limitations/Implications -- A triage consists of mostly procedural information, and the empirically tested guidelines are only tested in one game, making the possibility of generalization to other games and game types unclear. In addition, only the effects with relatively short play times are measured. Originality/Value -- Many serious games struggle to effectively convey their instructional material to the player. Conventional game design practice may even harm serious games; we seek to measure what works and what doesn't. Take away message -- When designing a serious game, pay careful attention to how much you task the player, subtle changes can make a big difference.

© All rights reserved Spek and/or his/her publisher

 
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Changes to this page (author)

03 Apr 2012: Added
03 Apr 2012: Added

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May 22

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