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THE MONKEY TALES STORY PowerPoint PPT Presentation


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THE MONKEY TALES STORY. 1. GAME DEVELOPMENT “ T he development must be cost-effective to be able to compete with non-educational games” . 2 . GAME DESIGN “Iterative & multi-stakeholder design processes yield more successful outcomes” . 3. EFFECTIVENESS

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THE MONKEY TALES STORY

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The monkey tales story

THE

MONKEY TALES

STORY


The monkey tales story

1.

GAME DEVELOPMENT

“The development must be cost-effective to be able to compete with non-educational games”


The monkey tales story

2.

GAME DESIGN

“Iterative & multi-stakeholder design processes yield more successful outcomes”


The monkey tales story

3.

EFFECTIVENESS

“The most effective educational game is one that balances challenge to both learning & gaming skills”


The monkey tales story

Accuracy

Calculation speed

Motivation

6%

30%

Game exercises

30%

4%

Paper exercises

2%

10%

No extra exercises


The monkey tales story

4.

LAW

“Law discourages tapping into UGC as content source”


The monkey tales story

5.

BUSINESS MODELS

“Pay for access+ browser based+ worldwide B2C focus”


The monkey tales story

@biekezaman

Project-video:

http://vimeo.com/81696919

Slideshare:

http://www.slideshare.net/biekezaman


The monkey tales story

Publications

Vandewaetere, M., Cornillie, F., Clarebout, G., & Desmet, P. (2013). Adaptivity in Educational Games: Including Player and Gameplay Characteristics. International Journal of Higher Education 2(2). http://www.sciedu.ca/journal/index.php/ijhe/article/view/2761

Castellar, E.N., Van Looy, J., Szmalec, A., & de Marez, L. (2013). Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Information Sciences. Online first http://www.sciencedirect.com/science/article/pii/S0020025513006725

Vissers, J., De Bot, L., Zaman, B. (2013). MemoLine. Evaluating long-term UX with children. Proceedings of the Interaction Design and children conference, ACM Digital library.

Hollemeersch, C., Pieters, B., Demeulemeerster, A., Lambert, P., Van de Walle, R. (2012). Combining Texture Streaming and Run-Time Generation. Proceedings of the UROGRAPHICS 2012, CGF Vol 31, No 2

Hollemeersch, C., Pieters, B., Demeulemeerster, A., Lambert, P., Van de Walle, R. (2012). Texture-size-independent address translation for virtual texturing. Poster presentation at SIGGRAPH 2012 conference.

Maertens et al. (2013). The added value of adaptivity for providing challenge in serious math games. Presented at the EARLI-conference.

Maertenset al. (2013). It's all in the game. Assessing the difficulty of math exercises in an educational game. Presented at the EARLI-conference.

Maertens, M., Cornillie, F., Desmet, P., & Vandewaetere, M. (2013). Adaptive and adaptable gameplay. An instructional design approach for individual differences. Presented at the EDEN-conference.

Maertens, M., Cornillie, F., Desmet, P., & Vandewaetere, M. (2013). Adaptive and adaptable gameplay for children_challenges and pitfalls. Presented at the CHI conference.

Ranaivoson, H., Bleyen, V., & Braet, O. (2013). Business Models for Educational Video Games. Presented at the EMMA Conference: Digital Transformations and Transactions in Media Industries.

Ranaivoson, H., Bleyen, V., & Braet, O. (2013). Business Models for Educational Video Games. An exploratory analysis.Ranaivoson, H., & Bleyen, V.(2012).Modèleséconomiques du jeuvidéoéducatif. Presented at the Journéed’étudessur le Serious Game, MSH Paris Nord Labex ICCA (Industries de la Culture et CréationArtistique)

+ several publications status: submitted. This list will be updated.


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