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Okokok
Antti Kirjavainen

Development of Game-Based Learning Environments – Constructing a Quality Multi-Disciplinary Development Process

Dissertation in Information Technology October 6, 2009

University of Jyväskylä
Department of Mathematical Information Technology & Agora Center Jyväskylä

Author: Antti Kirjavainen Contact information: ajkirjav@iki.fi Title: Development of Game-Based Learning Environments – Constructing a Quality Multi-Disciplinary Development Process Työn nimi: Oppimispelituotanto – Laadukas monitieteinen kehitysprosessi Project: Dissertation in Information Technology Page count: 221 Abstract: This study examines the development process of digital game-based learning environments (GBLE). The goal of this study is on constructing a prescriptive process model for GBLE development. The research focuses on four main themes in GBLE development process: examining 1) teams and expertise, 2) tasks, activities and work products, 3) process control models and 4) constructing a prescriptive metamodel to guide future development projects. The study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research. Process improvement and modeling methodology, reflective systems development, action research and NIMSAD software process evaluation methodology was also adopted for use in this research. The research process was arranged around four GBLE development projects. The case projects utilized human-centered design methods to ensure user-driven approach to the development. The main result of this study is the prescriptive metamodel for GBLE development. Te metamodel is based on the other results of the study: the experiences and insight on different team compositions, task and activity arrangements and development process



References: [Aarseth 1997] Aarseth, E. J. (1997). Cybertext – Perspectives on Ergodic Literature. London: Johns Hopkins. [Abt 1970] Abt, C. (1970) Serious Games. New York: Viking Press. [Adams 2005] Adams, E. (2005) Story Game 2 Workshop. Games & Storytelling Lecture Series. Helsinki 19.-23.4.2005. [Agile Alliance 2002] Agile Alliance (2002) Agile Manifesto. . [Ahearn 2002] Ahearn, L. (2002) The Game Proposal, Part One: The Basics. Verkkojulkaisussa Gamasutra (http://www.gamasutra.com/). [Ahearn 2006] Ahearn, L. (2006) The Game Proposal, Part Two: The Contents. Verkkojulkaisussa Gamasutra (http://www.gamasutra.com/). [Amory et al. 1998] Amory, A.& Naicker, K., Vincent, J. & Adams, C. (1998) Computer Games as Learning Resource. Saatavilla www-muodossa: http://www.und.ac.za/und/biology/staff/amory/edmedia98.html>. 15.2.2005. [Andriole 1990] Andriole, S.J. (1990) Information System Design Principles for the 90s: Getting it Right. Fairfax(VG): AFCEA International Press. [Arlow & Neustadt 2002] Arlow, J. & Neustadt, I. (2002) UML and the Unified Process. Practical Object-Oriented Analysis & Design. London: Pearson Education. [Avedon & Sutton-Smith 1971] Avedon, E.M. & Sutton-Smith, B. (1971) The Study of Games. New York: John Wiley. [Baltra 1990] Baltra, A. (1990) Language learning through computer adventure games. Simulation and gaming 21, 445–452. .() [Williams et al. 2000] Williams, L., Kessler, R.R., Cunningham, W. & Jeffries, R. (2000) Strengthening the Case for Pair Programming. In Software, Vol. 17, No. 4. Pp. 19-25. [Zimmerman 2003] Zimmerman, E. (2003) Play as Research: The Iterative Design Process. Teoksessa Laurel, B. (toim.) Design Research: Methods and Perspectives. Cambridge (MA): MIT Press. Require- ments Engineering Key Practices. Saatavilla WWW-muodossa osoitteesta

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