This paper aims to answer the question: How do you create flow in a PC game aimed at children? The prevailing problem with today’s educational games is, that they have problems with balancing fun and teaching. On one hand, games are fun and engaging, but rather worthless in terms of teach-ing. On the other, they are boring but usable in terms of teaching. Typically, games that lack learning value tend to miss the targeted curriculum for the user, or simp-ly don’t put enough emphasis on the learning aspects of the game. Games with little fun and usable teaching techniques though, tend not to make correct use of en-gagement theories such as flow. Therefore, the games are simply not fun and engaging. What we seek to do is create a math game that has a balance of engagement and learning value. In terms of theoretical knowledge, we’ve used five key figures each with their respective theoretical fields. To understand the basic theory of flow we used Mihaly Csikszentmihalyi. In extension, Kris-tian Kiili’s “Design Principles for Flow Experience in EducationalGames” was used to design our initial prototype of the game. To understand the fundamental theories of learning we have used the book by Knud Illeris, Læring. We have based our empirical knowledge on interviews with teachers, game designers, students and school management.To gather our empirical knowledge we used Steiner Kvale, and his book on interviews. Because of our use of qualitative research, we are going to observe kids playing our first iteration of our game and ask them about their thoughts on the game. We will use the kid’s thoughts and ideas to improve our game, using Nick Yee’s theory of motivation in games to organize their answers.
|Uddannelser||Basis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis|
|Udgivelsesdato||20 jan. 2016|