Motion Capture in Educational Games: A Study of the Effects in Motivation, Engagement and Learning
The introduction of motion capture in the everyday gaming has changed the way players interact with the games. The effects of motion capture in educational games has not been addressed sufficiently. There are different issues that need to be studied, such as motivation, learning and engagement in these kind of games, the role of a social component in them, and the re-usability that could be given for employing them in different learning domains.
During this thesis I address the previously mentioned research topics. I develop a motion based educational game prototype which is used for a case study where the experiences of the players are captured and analyzed in order to find valuable information. Moreover I also perform a literature study in order to find experiences of other authors with serious games and motion capture in order to make sure that the prototype is build with a right theory background, and as well find information that could contribute to accomplishing the research goals.
The results indicate that motion based educational games are an effective pedagogical tool among kids who shown high levels of motivation, engagement and learning. Moreover, multiplayer game modes seem to be preferred and have deeper effects among the player. The game shown here also shows reusability of components for motion based educational games that fall under the classification genre.
Place, publisher, year, edition, pages
Institutt for datateknikk og informasjonsvitenskap , 2013. , 172 p.
IdentifiersURN: urn:nbn:no:ntnu:diva-22988Local ID: ntnudaim:9351OAI: oai:DiVA.org:ntnu-22988DiVA: diva2:655622
Wang, Alf Inge, Førsteamanuensis