CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets

Marcello A. Gómez-Maureira, Isabelle Kniestedt, Sandra Dingli, Danielle M. Farrugia, Björn B. Marklund

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Abstract

Research has found that successful game-based learning (GBL) is dependent on several factors, e.g. students, parents, teachers and educational setting. Nevertheless, many existing GBL solutions primarily consider the student. Similarly, they focus on imparting and assessing content-specific knowledge rather than encouraging students to become intrinsically motivated learners. This paper presents CURIO, an educational game kit that involves teachers as game masters'. It encourages inquisitive mindsets in students and helps to structure discussions when introducing a new topic in class. It informs the teacher of students' pre-existing knowledge so that they can better shape upcoming classes to their needs. A pilot study with a class of 25 primary school students and their homeroom teacher evaluated a prototype of CURIO. The paper concludes with guidelines learned from creating and testing CURIO that can help with the development of tools for teachers using the same design philosophy.

Original languageEnglish
Title of host publicationProceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020
EditorsGeorgios N. Yannakakis, Antonios Liapis, Kyburz Penny, Vanessa Volz, Foaad Khosmood, Phil Lopes
PublisherAssociation for Computing Machinery (ACM)
ISBN (Electronic)9781450388078
DOIs
Publication statusPublished - 2020
Event15th International Conference on the Foundations of Digital Games, FDG 2020 - Bugibba, Malta
Duration: 15 Sep 202018 Sep 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference15th International Conference on the Foundations of Digital Games, FDG 2020
CountryMalta
CityBugibba
Period15/09/2018/09/20

Keywords

  • game-based learning
  • games for education
  • GBL
  • serious games
  • videogames

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