Design and evaluation of a serious game designed to support learning about Brazilian culture
DOI:
https://doi.org/10.5753/rbie.2023.3385Keywords:
Brazilian Culture, Education, Serious GamesAbstract
Culture holds immense significance within a society. However, the preservation of cultural content often poses challenges, leading to its eventual oblivion. Recent advancements in computational technology have played a crucial role in mitigating this issue, particularly through the emergence of digital games. These games have not only gained popularity as entertainment artifacts but have also been utilized for educational purposes. It is noteworthy that existing scientific literature demonstrates the utilization of serious games as tools for imparting cultural knowledge. This research enables the development of models and frameworks that facilitate the creation of serious games specifically designed for this purpose. In this context, this work aimed to design and develop a serious game prototype to teach the behavior of “characterizing cultural elements of Brazilian states”, as well as to evaluate preliminary evidence of usability, engagement and potential efficiency for teaching this behavior. As a use case, it was decided to work in the game with cultural elements related to cuisine, historical monuments and the history of cities. Leveraging contemporary frameworks, a Game Design was constructed, and a prototype was subsequently developed utilizing the Unity game engine. The prototype's usability, engagement, and potential efficacy were then assessed by judges representing the target audience. The judges' evaluations yielded positive results, indicating that the prototype possesses the potential to serve as a valuable auxiliary tool for teaching Brazilian culture. Future studies should focus on testing the prototype with participants, comparing their knowledge before and after engaging with the game, to effectively evaluate its teaching efficacy.
Downloads
References
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4, 139-144. https://doi.org/10.31695/IJASRE.2018.33016 [GS Search]
Arnab, S., Lim, T., Carvalho, M., Bellotti, F., Freitas, S., Louchart, S., … De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391-411. https://doi.org/10.1111/bjet.12113 [GS Search]
Assembléia Geral das Nações Unidas. (1948). Universal Declaration of Human Rights. Recuperado de: [Link] [GS Search]
Bangor, A., Kortum, P., & Miller, J. (2009). Determining what individual SUS Scores mean: Adding an adjective rating scale. Journal of Usability Studies, 4(3), 114-123. Recuperado de: [Link] [GS Search]
Bispo Jr., E. L., Raabe, A., Matos, E., Maschio, E., Barbosa, E. F., Carvalho, L. G., Bittencourt, R. A., Duran, R. S., & Falcão, T. P. (2020). Tecnologias na Educação em Computação: Primeiros Referenciais. Revista Brasileira de Informática na Educação, 28, 509-527. https://doi.org/10.5753/RBIE.2020.28.0.509 [GS Search]
Brasil. (1988). Constituição da República Federativa do Brasil. Brasília: Senado. Recuperado de: [Link] [GS Search]
Brøderbund Software Inc. (1985). Where in the world is Carmen Sandiego? Windows. Novato, CA: Brøderbund Software Inc. Recuperado de: [Link]
Brooke, J. (1995). SUS: A quick and dirty usability scale. Londres: CRC Press.
Buchli, V. (2004). Material Culture: Critical Concepts in the Social Sciences. Inglaterra: Routledge.
Catalano, C., Luccini, A. M., & Mortara, M. (2014). Best Practices for an Effective Design and Evaluation of Serious Games. International Journal of Serious Games, 1(1). https://doi.org/10.17083/ijsg.v1i1.8 [GS Search]
Cianca, B. C., Panosso, M. G., & Kienen, N. (2020). Programação de Condições para Desenvolvimento de Comportamentos: Caracterização da produção científica brasileira de 1998-2017. Perspectivas em Análise do Comportamento, 11(2), 114-136. https://doi.org/10.18761/PAC.2020.v11.n2.01 [GS Search]
Cortegoso, A. L., & Coser, D. S. (2013). Elaboração de programas de ensino: Material autoinstrutivo. São Paulo: EdUFSCar.
De Rose, J. C. (2016). A importância dos respondentes e das relações simbólicas para uma Análise Comportamental da Cultura. Acta Comportamentalia, 24(2), 201-220. Recuperado de: [Link] [GS Search]
Djaouti, D., Alvarez, J., & Jessel, J. P. (2011). Classifying Serious Games: The G/P/S model. In: Felicia, P. (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 118-136). Hershey, PA: IGI Global. https://doi.org/10.4018/978-1-60960-495-0.ch006 [GS Search]
Everett, D. L. (2012). Language: The Cultural Tool. New York: Vintage Books. [GS Search]
Fracaro, F. L. N., Peres, F. F. F., Mauricio, C. R. M., Villavicencio, P. S., & Fér, E. M. (2019). Processos criativos da obra-jogo ‘As Lendas de M’Boi’: Uma Experiência de Exploração Interativa entre Mitologia e Arte. In: Proceedings of XVIII SBGames 2019 (pp. 785-793). Recuperado de: [Link]
Gris, G., & Souza, S. R. (2017). Jogos educativos digitais e modelo de rede de relações: desenvolvimento e avaliação do protótipo físico do jogo Korsan. Perspectivas em Análise do Comportamento, 7(1), 114–132. https://doi.org/10.18761/pac.2016.003
Hanes, L., & Stone, R. (2017). A model of heritage content in serious and commercial games. In: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (pp. 137–140). https://doi.org/10.1109/VS-GAMES.2017.8056583 [GS Search]
Hanes, L., & Stone, R. (2019). A model of heritage content to support the design and analysis of video games for history education. Journal of Computers in Education, 6(4), 587–612. https://doi.org/10.1007/s40692-018-0120-2 [GS Search]
Jung, C. F. (2004). Metodologia para pesquisa e desenvolvimento: Aplicada a novas tecnologias, produtos e processos. Rio de Janeiro: Axcel Books.
Kotler, P. T. (1993). Marketing Management: Analysis, Planning, Implementation and Control. Upper Saddle River: Prentice Hall.
Luiz, F. B., & Botomé, S. P. (2017). Avaliação de objetivos de ensino de História a partir da contribuição da Análise do Comportamento. Acta Comportamentalia, 25(3), 329-346. Recuperado de: [Link] [GS Search]
Macionis, J. J., & Gerber, L. M. (2011). Sociology. Toronto: Pearson Education Canada.
Marfisi-Schottman, I., Sghaier, A., George, S., Tarpin-Bernard, F., & Prévôt, P. (2009). Towards Industrialized Conception and Production of Serious Games. In: International Conference on Technology and Education (pp. 1016-1020). https://doi.org/10.48550/arXiv.0911.4262 [GS Search]
Moreira, M. B., Machado, V. L. S., & Todorov, J. C. (2013). Cultura e práticas culturais. In: Moreira, M. B. (Org.), Comportamento e práticas culturais (pp. 14-23). Brasília: Instituto Walden 4. Recuperado de: [Link]
Mortara, M., Catalano, C., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325. https://doi.org/10.1016/j.culher.2013.04.004 [GS Search]
Oliveira, T., & Tonhati, T. (2022). Mulheres, crianças e jovens na migração internacional no Brasil. In: Cavalcanti, L., Oliveira, T., & Silva, B. G. (orgs.), Relatório Anual OBMigra 2022 (pp. 8-35). Brasília, DF: OBMigra. Recuperado de: [Link]
Pedroso, S. F. (1999). A carga cultural compartilhada: A passagem para a interculturalidade no ensino de português língua estrangeira [Dissertação de Mestrado, Universidade Estadual de Campinas]. https://doi.org/10.47749/T/UNICAMP.1999.175838 [GS Search]
PGB. (2021). Pesquisa Game Brasil. Recuperado de: [Link]
Pinheiro, B. M. G., Pinheiro, R. C., & Araújo, J. (2020). Árida: O despertar do Sertão e a expressão da cultura nordestina através dos elementos constitutivos de um jogo digital. Revista Leia Escola, 20(1), 11–25. http://dx.doi.org/10.35572/rle.v20i1.1891
Plecher, D. A., Herber, F., Eichhorn, C., Pongratz, A., Tanson, G., & Klinker, G. (2020). HieroQuest - A serious game for learning egyptian hieroglyphs. Journal on Computing and Cultural Heritage, 13(4), 1-20. https://doi.org/10.1145/3418038 [GS Search]
Prensky, M. (2002). The motivation of gameplay or, the real 21st century learning revolution. On the Horizon, 10(1), 5-11. https://doi.org/10.1108/10748120210431349
Project Management Institute. (2018). A guide to the project management body of knowledge (PMBOK® Guide) (6th ed.). Newton Square: Project Management Institute, Inc.
Rooney, P. (2012). A theoretical framework for serious game design: exploring pedagogy, play and fidelity and their implications for the design process. International Journal of Game-Based Learning, 2(4), 41-60. https://doi.org/10.4018/ijgbl.2012100103 [GS Search]
Santos, J. V. R. (2023). A Grande História dos Jogos Digitais. São Paulo: UICLAP.
Sawyer, B. (2002). Serious games: Improving public policy through game-based learning and simulation. Foresight and Governance Project, Woodrow Wilson International Center for Scholars.
Sullivan, A.-M. T. (2016). Cultural Heritage and New Media: A Future for the Past. The John Marshall Review of Intellectual Property Law, 15, 604, 603-646. [Link]
Taylor, E. B. (1871). Primitive Culture: Researches in the Development of Mythology, Philosophy, Religion, Language, Art and Custom. London: John Murray.
Unesco. (2003). Convention for the Safeguarding of the Intangible Cultural Heritage. Recuperado de: [Link]
Westera, W., Nadolski, R., Hummel, H., & Wopereis, I. (2008). Serious games for higher education: A framework for reducing design complexity. Journal of Computer Assisted Learning, 24, 420-432. https://doi.org/10.1111/j.1365-2729.2008.00279.x [GS Search]
Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019, 1-8. https://doi.org/10.1155/2019/4797032 [GS Search]
Zubek, R. (2020). Elements of game design. Cambridge: The MIT Press.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. https://doi.org/10.1109/MC.2005.297 [GS Search]
Additional Files
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Joshua Kook Ho Pereira, Luciano Ferreira Silva, Marcelo Henrique Oliveira Henklain
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.