|
|
2015 » Papers » Volume 2 » Using graphic libraries for foreign languages educational games 1. USING GRAPHIC LIBRARIES FOR FOREIGN LANGUAGES EDUCATIONAL GAMES Authors: Cirnu Carmen Elena, Zamfiroiu Alin, Barbu Monica Volume 2 | DOI: 10.12753/2066-026X-15-093 | Pages: 13-18 | Download PDF | Abstract
The primary purpose of Serious Games (SG) is other than just entertainment. There are "games that do not have entertainment, enjoyment or fun as their primary purpose" (Michael & Chen, 2005). But the need to enable sustainable SG design and development (St?nescu, 2012) calls for new levels of resourcefulness that would address specific needs, would decrease fragmentation and would enable advanced opportunities by fostering transparency, dissemination, collaboration, reusability and interoperability.
The purpose of this paper is to investigate if graphic libraries could be considered a cost reduction version based on reusability of components. The DESiG project will offer user-availability for two developed games for which the entire project source is included, so that they can be fully adapted, changed and used as a starting point for further developments by tutors.
In the design process of the SG there are two stakeholders involved: teachers and game-designers. (Marne, 2012) suggests to split the groups of the stakeholders of the SG into two categories: the pedagogical experts and the game experts. The game experts are often more centered on realistic modeling of the aspects of the virtual world. Since game experts like designers and programmers are experts in the application domain, the creation of new graphic effects is becoming increasingly complex (Garcia, 2014).
Based on these facts, the creation of libraries that benefit from graphic effects and techniques that can be used within the DESiG project as well as in other projects, by also specialists and non-specialists in the field of computer graphics can represent an asset for researchers and programmers of the SG community. A graphic library could be beneficial for both pedagogical experts and game experts. | Keywords
serious games; educational games; mobile applications; object libraries |
|
|
|