The elements of computer credibility
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Embedded phenomena: supporting science learning with classroom-sized distributed simulations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive learning games: explorations of hybrid educational gamescapes
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Phone, email and video interactions with characters in an epidemiology game: towards authenticity
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A key concern in game-based learning is the level of authenticity games require in order to match what learners can expect in the real world, what keeps them engaged in the game, and what they need to learn. We examined authenticity or credibility in a game from the learner's perspective. There are very few studies on this aspect. We propose that authenticity is the result of a compromise between external authenticity (perceived likeness with real life reference), internal authenticity (perceived internal coherence of proposed situations) and didactical authenticity (perceived relevance about learning goals). Our empirical exploratory study investigated undergraduate students' perceptions of authenticity in healthcare game LoE. First, we suggest some attributes for learning games expected to favour game authenticity. We present the choices made for LoE as result of the compromise between the three aspects of authenticity. Second, we analyze students' behaviour and judgments on authenticity.