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Scenario-based serious games repurposing

Published: 03 October 2011 Publication History

Abstract

Serious games are very content-rich forms of educational media, often combining high fidelity visual and audio content with diverse pedagogic approaches. This paper introduces scenario-based serious games repurposing and demonstrates repurposing a serious game into new learning objects. The process uses the scenario editor called "mEditor". Two case studies based on the Happy Night Club serious game are presented. The article describes exploratory work which continues the work that started within the mEducator project regarding repurposing serious games in order to enable their use and reuse in the same or different educational contexts.

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Cited By

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  • (2023)Towards Sustainable Serious GamesEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_36(389-396)Online publication date: 15-Nov-2023
  • (2020)Repurposing virtual reality assets: from health sciences to Italian language learningInnovative language teaching and learning at university: treasuring languages10.14705/rpnet.2020.40.1061(21-26)Online publication date: 20-Apr-2020
  • (2012)Developing human-centered design approachesProceedings of the 30th ACM international conference on Design of communication10.1145/2379057.2379128(363-364)Online publication date: 3-Oct-2012

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    cover image ACM Conferences
    SIGDOC '11: Proceedings of the 29th ACM international conference on Design of communication
    October 2011
    308 pages
    ISBN:9781450309363
    DOI:10.1145/2038476
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 03 October 2011

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    Author Tags

    1. interactive learning environments
    2. media in education
    3. serious games
    4. simulations
    5. virtual reality

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    Overall Acceptance Rate 355 of 582 submissions, 61%

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    View all
    • (2023)Towards Sustainable Serious GamesEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_36(389-396)Online publication date: 15-Nov-2023
    • (2020)Repurposing virtual reality assets: from health sciences to Italian language learningInnovative language teaching and learning at university: treasuring languages10.14705/rpnet.2020.40.1061(21-26)Online publication date: 20-Apr-2020
    • (2012)Developing human-centered design approachesProceedings of the 30th ACM international conference on Design of communication10.1145/2379057.2379128(363-364)Online publication date: 3-Oct-2012

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