Abstract
The process of developing educational digital games presents several challenges. Authorship is one of them, intensified by the infinity of application domains and the time consumption for coding and making available each new game. Thus, there is a gap between the creative process of educational digital games and their development, causing a rupture of scale between the need to create these artifacts for specific purposes and their effective use. In this way, this work discusses the challenge of creating software architectures and ecosystems to provide greater autonomy in the construction of educational digital games by different actors, maintain characteristics of educational software, and, also, to allow proper monitoring of the learning process. With that aim, this chapter discusses the challenge from the point of view of digital games’ authoring, stakeholders’ autonomy, and the Brazilian context diversity.
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Acknowledgements
The authors would like to thank the Federal University of Uberlândia and the State University of Santa Catarina for their support. This study was financed in part by the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - Brasil (CAPES) - Finance Code 001. We are also grateful for the support of the National Council for Scientific and Technological Development (CNPq) 308395/2020-4, and FAPESC/UDESC No 04/201 - Infrastructure Support for UDESC Research Groups, defined under the Technical and Financial Cooperation Agreement - T.O No2019TR585.
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de Matos Dairel, J.G., Gasparini, I., Araújo, R.D. (2023). Strategies to Promote Stakeholders’ Autonomy While Creating Educational Digital Games. In: Santos, R.P.d., Hounsell, M.d.S. (eds) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. GranDGamesBR GranDGamesBR 2020 2021. Communications in Computer and Information Science, vol 1702. Springer, Cham. https://doi.org/10.1007/978-3-031-27639-2_12
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