Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Game Design Tools: A Systematic Literature Review: Choice of a Game Design Tool for an Experimentation in the Nursing Field

  • Conference paper
  • First Online:
Computer Supported Education (CSEDU 2022)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1817))

Included in the following conference series:

  • 187 Accesses

Abstract

Prior studies have demonstrated that game-based learning plays a role in enhancing student learning and increasing student motivation. Game design tools are available today (for free or for sale) and user-friendly even by people without any technical skills. However, these game design tools are plentiful. This complicates choosing a game design tool. This article introduces and compares existing game design tools to help people to choose the one that best suits their needs. We started by identifying nine key criteria that characterize game design tools. We then performed a systematic literature search using the PRISMA method. Of 302 identified studies across five databases (IEEE Xplore, ScienceDirect, Scopus, Springer, Web of Science) and 8 game design tools advised by a digital learning manager, 11 game design tools are explained, compared and discussed. Finally, we used the results of this systematic review to select a game design tool for an experimentation in a nursing school. This research work is dedicated to the Technology Enhanced Learning and Educational community, especially game designers, digital learning managers, teachers, and researchers who are struggling to choose the game design tool that best suits their needs.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. El Mawas, N., et al.: Towards a self-regulated learning in a lifelong learning perspective. In: CSEDU 2017: 9th International Conference on Computer Supported Education-Special Session Lifelong Learning, vol. 1, pp. 661–670 (2017)

    Google Scholar 

  2. El Mawas, N., Cahier, J.P.: Towards a knowledge-intensive serious game for training emergency medical services. In: ISCRAM (2013)

    Google Scholar 

  3. El Mawas, N., Truchly, P., Podhradský, P., Muntean, C.H.: The effect of educational game on children learning experience in a Slovakian school. In: CSEDU-7th International Conference on Computer Supported Education (2019)

    Google Scholar 

  4. Kafai, Y.B.: Playing and making games for learning: Instructionist and constructionist: perspectives for games studies. Games Cult. 1(1), 36–40 (2006)

    Article  Google Scholar 

  5. Gajewski, S., El Mawas, N., Heutte, J.: Towards a methodology to co-design a learning game by nursing students. In: Marfisi-Schottman, I., Bellotti, F., Hamon, L., Klemke, R. (eds.) GALA 2020. LNCS, vol. 12517, pp. 273–282. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-63464-3_26

    Chapter  Google Scholar 

  6. Burke, Q., Kafai, Y.: Decade of game making for learning: from tools to communities. In: Handbook of Digital Games, pp. 689–709 (2014). https://doi.org/10.1002/9781118796443.ch26

  7. Baytak, A., Land, S.M.: An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom. Education Tech. Research Dev. 59, 765–782 (2011)

    Article  Google Scholar 

  8. Øygardslia, K., Aarsand, P.: “Move over, I will find Jerusalem”: artifacts in game design in classrooms. Learn. Cult. Soc. Interact. 19, 61–73 (2018)

    Article  Google Scholar 

  9. Akcaoglu, M., Green, L.S.: Teaching systems thinking through game design. Education Tech. Research Dev. 67(1), 1–19 (2018). https://doi.org/10.1007/s11423-018-9596-8

    Article  Google Scholar 

  10. Akcaoglu, M.: Design and implementation of the game-design and learning program. TechTrends 60(2), 114–123 (2016). https://doi.org/10.1007/s11528-016-0022-y

    Article  Google Scholar 

  11. An, Y.-J.: A case study of educational computer game design by middle school students. Education Tech. Research Dev. 64(4), 555–571 (2016). https://doi.org/10.1007/s11423-016-9428-7

    Article  Google Scholar 

  12. Kitchenham, B., Charters, S.: Guidelines for performing systematic literature reviews in software engineering. Technical report EBSE 2007-001, Keele University and Durham University Joint Report (2007)

    Google Scholar 

  13. Gajewski, S., El Mawas, N., Heutte, J.: Vers une méthodologie de co-conception de learning games par les étudiants en soins infirmiers. In: 10e Conférence sur les Environnements Informatiques pour l’Apprentissage Humain, pp. 306–311 (2021)

    Google Scholar 

  14. Gajewski, S., El Mawas, N., Heutte, J.: A systematic literature review of game design tools. In: Proceedings of the 14th International Conference on Computer Supported Education - Volume 2, pp. 404–414 (2022). https://doi.org/10.5220/0011137800003182. ISBN 978-989-758-562-3, ISSN 2184-5026

  15. https://agentsheets.com/

  16. Basawapatna, A., Koh, K.H., Repenning, A., Webb, D.C., Marshall, K.S.: Recognizing computational thinking patterns. In: SIGCSE 2011 (2011)

    Google Scholar 

  17. de Souza, C.S., Garcia, A.C.B., Slaviero, C., Pinto, H., Repenning, A.: Semiotic traces of computational thinking acquisition. In: Costabile, M.F., Dittrich, Y., Fischer, G., Piccinno, A. (eds.) IS-EUD 2011. LNCS, vol. 6654, pp. 155–170. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-21530-8_13

    Chapter  Google Scholar 

  18. https://www.alice.org/

  19. Allsop, Y.: A reflective study into children’s cognition when making computer games. Br. J. Edu. Technol. 47, 665–679 (2016)

    Article  Google Scholar 

  20. https://www.celestory.io/

  21. https://www.yoyogames.com/en/gamemaker

  22. Baytak, A., Land, S.M.: A case study of educational game design by kids and for kids. Procedia Soc. Behav. Sci. 2, 5242–5246 (2010)

    Article  Google Scholar 

  23. Buelin-Biesecker, J., Wiebe, E.N.: Can pedagogical strategies affect students’ creativity? Testing a choice-based approach to design and problem-solving in technology, design, and engineering education. In: 120th American Society for Engineering Education Annual Conference & Exposition (2013)

    Google Scholar 

  24. https://gamestarmechanic.com/

  25. https://www.kodugamelab.com/

  26. Akcaoglu, M., Koehler, M.J.: Cognitive outcomes from the Game-Design and Learning (GDL) after-school program. Comput. Educ. 75, 72–81 (2014)

    Article  Google Scholar 

  27. Akcaoglu, M.: Learning problem-solving through making games at the game design and learning summer program. Education Tech. Research Dev. 62(5), 583–600 (2014). https://doi.org/10.1007/s11423-014-9347-4

    Article  Google Scholar 

  28. https://www.rpgmakerweb.com/products/rpg-maker-vx-ace

  29. https://dl.degica.com/rpgmakerweb/tutorials/RPGMakerVXAceTutorial1.pdf

  30. https://scratch.mit.edu/

  31. https://scratch.mit.edu/about

  32. Puttick, G., Tucker-Raymond, E.: Building systems from scratch: an exploratory study of students learning about climate change. J. Sci. Educ. Technol. 27(4), 306–321 (2018). https://doi.org/10.1007/s10956-017-9725-x

    Article  Google Scholar 

  33. Dishon, G., Kafai, Y.B.: Making more of games: cultivating perspective-taking through game design. Comput. Educ. 148, 103810 (2020)

    Article  Google Scholar 

  34. Ke, F., Im, T.: A case study on collective cognition and operation in team-based computer game design by middle-school children. Int. J. Technol. Des. Educ. 24(2), 187–201 (2013). https://doi.org/10.1007/s10798-013-9248-6

    Article  Google Scholar 

  35. Weitze, C.L.: Reflective, creative and computational thinking strategies used when students learn through making games. In: Proceedings of the 11th European Conference on Game-Based Learning, pp. 744–753. Academic Conferences and Publishing International (2017)

    Google Scholar 

  36. http://acypher.com/creator/

  37. Denner, J., Werner, L., Ortiz, E.: Computer games created by middle school girls: can they be used to measure understanding of computer science concepts? Comput. Educ. 58, 240–249 (2012)

    Article  Google Scholar 

  38. https://unity3d.com/get-unity/download

  39. Akkuş Çakır, N., Gass, A., Foster, A., Lee, F.J.: Development of a game-design workshop to promote young girls’ interest towards computing through identity exploration. Comput. Educ. 108, 115–130 (2017). https://doi.org/10.1016/j.compedu.2017.02.002

    Article  Google Scholar 

  40. https://www.unrealengine.com/en-US/

  41. https://seriousfactory.com/en/authoring-software-vts-editor/

  42. Koivisto, J.-M., Multisilta, J., Niemi, H., Katajisto, J., Eriksson, E.: Learning by playing: a cross-sectional descriptive study of nursing students’ experiences of learning clinical reasoning. Nurse Educ. Today 45, 22–28 (2016). https://doi.org/10.1016/j.nedt.2016.06.009

    Article  Google Scholar 

  43. El-Mawas, N., Heutte, J.: A flow measurement instrument to test the students’ motivation in a computer science course. In: 11th International Conference on Computer Supported Education (CSEDU 2019), vol. 1, pp. 495–505. SciTePress Digital Library, Portugal: Setúbal (2019)

    Google Scholar 

  44. Brooke: SUS: a ‘quick and dirty’ usability scale. In: Jordan, P.W., Thomas, B., Weerdmeester, B.A., McClelland, I. (eds.) Usability Evaluation in Industry, pp. 189–194. Taylor & Francis, London (1996). http://hell.meiert.org/core/pdf/sus.pdf

  45. Bangor, A., Kortum, P., Miller, J.: Determining what individual SUS scores mean: adding an adjective rating scale. J. Usability Stud. 4(3), 114–123. https://uxpajournal.org/determining-what-individual-sus-scores-mean-adding-an-adjective-rating-scale/

  46. Gronier, G., Baudet, A.: Psychometric evaluation of the F-SUS: creation and validation of the French version of the System Usability Scale. Int. J. Hum.-Comput. Interact. (2021). https://doi.org/10.1080/10447318.2021.1898828

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sebastian Gajewski .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Gajewski, S., El Mawas, N., Heutte, J. (2023). Game Design Tools: A Systematic Literature Review: Choice of a Game Design Tool for an Experimentation in the Nursing Field. In: Uhomoibhi, J. (eds) Computer Supported Education. CSEDU 2022. Communications in Computer and Information Science, vol 1817. Springer, Cham. https://doi.org/10.1007/978-3-031-40501-3_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-40501-3_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-40500-6

  • Online ISBN: 978-3-031-40501-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics