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Blockyland

Author

Listed:
  • Apinya Dhatsuwan
  • Monamorn Precharattana

Abstract

Background BLOCKYLAND is a city building game based on the concept of cellular automata (CA) , and urban cellular automata . The game has CA-like processes that invert the role of players from passive observers in other CA applications to active thinkers. The processes challenge players to apply logical thinking and decision making from the perspective of serious games . The players’ mission is to build a city by applying the provided CA rules. Two types of CA rules are provided: 1) The logical rule , whereby players apply to build the city according to the preset conditions, and 2) The optional rule , whereby they may apply to upgrade an existing building for an extra score. Aim This article aims to present the design and development of CA-based game , BLOCKYLAND and describe its effectiveness as an instructional tool to enhance logical thinking . Results Results from the mixed-method pilot study show that BLOCKYLAND enhanced players’ logical thinking after the gameplay. Additionally, from the extensive debriefing following the game, participants stated that the game aided them with transforming their game experiences into learning experiences and relating the logical thinking practice into real-life application. Results Conclusion. As a combination of logical thinking practices and a serious game, BLOCKYLAND has several implications for educational stakeholders; both theoretical and practical.

Suggested Citation

  • Apinya Dhatsuwan & Monamorn Precharattana, 2016. "Blockyland," Simulation & Gaming, , vol. 47(4), pages 445-464, August.
  • Handle: RePEc:sae:simgam:v:47:y:2016:i:4:p:445-464
    DOI: 10.1177/1046878116643468
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    References listed on IDEAS

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    1. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
    2. Gabriel Wainer & Qi Liu & Olivier Dalle & Bernard P. Zeigler, 2010. "Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey," Simulation & Gaming, , vol. 41(6), pages 796-823, December.
    3. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
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