Abstract
Classcraft is a role-playing game for classroom management in high schools. Teachers can create teams and assign an avatar to students, as well as points and ‘powers’ as rewards for desired behavior. Classcraft aims to foster players’ social engagement. We conducted a preliminary study on classrooms from Switzerland. The objective aims to characterize the social component of players’ engagement. Our approach is based on the identification of engaged-behaviors. This work is grounded on the idea that players’ engagement encompasses four components (environmental, social, self-component and action). We developed a methodology based on playing analytics to monitor players’ behavior. The detection of socially engaged-behaviors is based on the collection and analysis of players’ digital interactions with kTBS4LA, a playing analytics tools. Different categories of players emerged in terms of social engagement. The data collected shows that social engagement varies across time, classroom or gender. This variation seems linked both to specific game features.
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Bonvin, G., Sanchez, E. (2017). Social Engagement in a Digital Role-Playing Game Dedicated to Classroom Management. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_13
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DOI: https://doi.org/10.1007/978-3-319-71940-5_13
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