Abstract
Serious games as learning medium have advanced in the past few years. They have been applied to support learning in various fields such as security, health-care, and education. Serious games can scale from low budget games up to high budget games depends on the games’ objectives and features. For instance, military may utilize games with 3D simulation, live characters, and extensive scenario for combat training due to its critical mission. Nonetheless, in a classroom or remote set-up learning environment, most of these high level games are impractical to be adopted due to the amount of costs they may induce. This is most of the case in educational games which main objective is to motivate the student to learn. However, a game development remains as a time consuming, complex, and laborious process. In order to simplify and shorten this process, it is highly attractive to create a platform to produce educational games. Therefore, this paper, based on our previous work, proposes a platform for authoring HTML5 serious games intended in particular, but not limited to create lightweight serious games for educational purpose using the upcoming HTML5 standard playable in common web browsers. This platform, puzzle-it, divides the work of game development into two distinct layers i.e. contents authoring and core engine development. Both readily and work in progress components of the platform are presented and discussed.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Van Eck, R.: Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review 41(2) (2006)
Blunt, R.: Does Game-Based Learning Work? Results from Three Recent Studies. In: The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), NTSA, Orlando, Florida, USA, pp. 945–954 (2007)
Zielke, M.A., Evans, M.J., Dufour, F., Christopher, T.V., Donahue, J.K., Johnson, P., Jennings, E.B., Friedman, B.S., Ounekeo, P.L., Flores, R.: Serious Games for immersive cultural training: creating a living world. IEEE Transaction on Computer Graphics and Applications 29(2), 49–60 (2009)
Pranantha, D., Bellotti, F., Berta, R., De Gloria, A.: A Format of Serious Games for Higher Technology Education Topics. In: Proceedings of IEEE Conference on Advanced Learning Technologies (ICALT 2012), Rome, Italy (2012)
Djaout, D., Alvarez, J., Jessel, J.P.: Classifying Serious Games: the G/P/S model. Medicine (2008)
Ritzhaupt, A.D.: Creating a Game Development Course with Limited Resources: An Evaluation Study. Computing 9(1) (2009)
Barbosa, A.F.S., Silva, F.G.M.: Serious Games - Design and Development of OxyBlood. In: Proceedings of the 8th International ACM Conference on Advances in Computer Entertainment Technology, ACE (2011)
Torrente, J., Blanco, Á., Moreno-ger, P., Martínez-ortiz, I.: Implementing Accessibility in Educational Videogames with <e-Adventure>. In: Proceedings of the First ACM International Workshop on Multimedia Technologies for Distance Learning (MDTL 2009), pp. 57–66 (2009)
e-Adventure, e-Learning Group of Universidad Complutense de Madrid, http://e-adventure.e-ucm.es (last accessed in April 2012)
Göbel, S., Salvatore, L., Konrad, R.A., Mehm, F.: StoryTec: A Digital Storytelling Platform for the Authoring and Experiencing of Interactive and Non-linear Stories. In: Spierling, U., Szilas, N. (eds.) ICIDS 2008. LNCS, vol. 5334, pp. 325–328. Springer, Heidelberg (2008)
HTML 5, W3C, http://www.w3schools.com/html5/html5_intro.asp (last accessed in April 2012)
Facebook developers, Facebook, http://developers.facebook.com/docs/sdks/ (last accessed in April 2012)
Google Maps, Google, http://maps.google.com (last accessed in April 2012)
Google Play, Google, https://play.google.com/store?hl=en&tab=w8 (last accessed in April 2012)
Cut the Rope: behind the scene, Zeptolab, http://www.cuttherope.ie/dev/ (last accessed in April 2012)
Falkner, N., Sooriamurthi, R., Michalewicz, Z.: Puzzle-based learning for engineering and computer science. IEEE Computer 43(4), 20–28 (2010)
Malone, T.W.: What makes computer games fun? Byte 6, 258–277 (1981)
Csikszentmihalyi, M.: Flow: The psychology of optimal experience. Harper Perennial, New York (1990)
Serious games for learning Elios Lab. UNIGE, www.elios.dibe.unige.it/sglearning/ (last accessed in April 2012)
Maciuszek, D., Ruddeck, G., Martens, A.: Component-based development of educational games: The case of the user interface. In: Proceedings of the 4th European Conference on Games-based Learning (ECGBL 2010), Reading, UK, pp. 208–217 (2010)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Pranantha, D., Bellotti, F., Berta, R., De Gloria, A. (2012). Puzzle-it: An HTML5 Serious Games Platform for Education. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds) E-Learning and Games for Training, Education, Health and Sports. Edutainment GameDays 2012 2012. Lecture Notes in Computer Science, vol 7516. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33466-5_15
Download citation
DOI: https://doi.org/10.1007/978-3-642-33466-5_15
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-33465-8
Online ISBN: 978-3-642-33466-5
eBook Packages: Computer ScienceComputer Science (R0)