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Proceedings of CGAMES'2013 USA (2013)
Louisville, KY, USA USA
July 30, 2013 to Aug. 1, 2013
pp: 222-227
Ricardo Daconceicao , Erik Jonsson School of Engineering and Computer Science, The University of Texas at Dallas, Richardson, U.S.A.
Carsten Locke , Erik Jonsson School of Engineering and Computer Science, The University of Texas at Dallas, Richardson, U.S.A.
Kendra Cooper , Erik Jonsson School of Engineering and Computer Science, The University of Texas at Dallas, Richardson, U.S.A.
C. Shaun Longstreet , Center for Learning and Teaching, Marquette University, Milwaukee, U.S.A.
ABSTRACT
The use of serious educational games has many advantages, offering immersive, engaging and fun environments that require deep thinking and complex problem solving within a construct of overcoming obstacles and challenges. Developing new games, however, to support broad and rapidly evolving disciplines has remained time consuming, expensive, and requiring the expertise of game designers, software developers, software engineering educators, and players. Here, we introduce a semi-automated component-based engineering approach for generating serious educational games, which enables educators to rapidly and independently develop their own games across diverse educational topics. The game components are presented in this paper using a simplified example game on basic algebra for illustration.
INDEX TERMS
Games, XML, Algebra, Materials, Computers, Standards, Software, serious educational games, game engineering, component-based engineering, semi-automated game generation
CITATION
Ricardo Daconceicao, Carsten Locke, Kendra Cooper, C. Shaun Longstreet, "Semi-automated serious educational game generation: A component-based game engineering approach", Proceedings of CGAMES'2013 USA, vol. 00, no. , pp. 222-227, 2013, doi:10.1109/CGames.2013.6632637
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