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Designing Effective Stories for Educational Games.

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Seagram, R. & Amory, A. (2004). Designing Effective Stories for Educational Games. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2004 (pp. 162-167). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/12927.

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Conference Information

EDMEDIA

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004
Lugano, Switzerland
2004
ISBN 1-880094-53-3
  Lorenzo Cantoni & Catherine McLoughlin
AACE

More Information on EDMEDIA

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Authors

Robert Seagram, Alan Amory, University of Natal, Durban, South Africa, South Africa

Abstract

A situated learning environment exploring important diseases in the African context was designed. Designers worked closely with the Game Achievement model (GAM), designed to marry educational learning objectives and storytelling. To test the effectiveness of this model in guiding the storyline creation, the resulting story and character definitions were tested using questionnaires distributed to a sample of the game target audience. The target audience found the storyline to be realistic and exciting enough to intrinsically motivate learners while encompassing the learning objectives for the game. Furthermore, the characters were deemed believable and well-suited to the environment. Based on these results, the GAM was further validated as a useful model for guiding the design of educational games.

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