Social Engagement in a Digital Role-Playing Game dedicated to Classroom Management
Editeur(s) scientifique(s)
Dias, JoãoSantos, A. Pedro
Veltkamp, Remco C
Type de référence
Date
2017-11-30Langue de la référence
AnglaisEntité(s) de recherche
Résumé
Classcraft is a role-playing game for classroom management in high schools. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior. Classcraft aims to foster players’ social engagement. We conducted a preliminary study on classrooms from Switzerland. The objective aims to characterize the social component of players’ engagement. Our approach is based on the identification of engaged-behaviors. This work is grounded on the idea that players’ engagement encompasses four components (environmental, social, self-component and action). We developed a methodology based on playing analytics to monitor players’ behavior. The detection of socially engaged-behaviors is based on the collection and analysis of players’ digital interactions with kTBS4LA, a playing analytics tools. Different categories of players emerged in terms of social engagement. The data collected shows that social engagement varies across time, classroom or gender. This variation seems linked both to specific game features.Titre de l’ouvrage principal
Games and Learning Alliance. GALA 2017. Lecture Notes in Computer ScienceMaison d’édition
SpringerVille d’édition
ChamPays d'édition
SwitzerlandEvaluation par les pairs (peer reviewing)
ouiPortée nationale / internationale
internationaleVolume / tome
10653Pagination
137-147Nom de la manifestation
6th International Conference, GALA 2017Date(s) de la manifestation
December 5–7, 2017Ville de la manifestation
LisbonPays de la manifestation
PortugalURL permanente ORFEE
http://hdl.handle.net/20.500.12162/3130Autre(s) URL(s) permanente(s)
http://doi.org/10.1007/978-3-319-71940-5_13La publication existe uniquement sous forme électronique
oui- Tout ORFEE
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