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Left chart: The dialogue challenge is set for the player to respond. Right chart: The player has 3 in-game options to choose from

Left chart: The dialogue challenge is set for the player to respond. Right chart: The player has 3 in-game options to choose from

Source publication
Conference Paper
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STEAM is a serious game developed as a medium for helping teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting...

Context in source publication

Context 1
... player has three options to choose from: one of the dialogue options is the correct, the other is intermediate and the third is not correct. (see Figure 2). When the player selects a dialogue option it is highlighted with a green frame as a visual representation to denote the choice is correct, with a yellow frame to show that the choice is intermediate and with a red frame to signify that the choice is not correct. ...

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... A game design and usability study of the STEAM game revealed that it balances game mechanics with multimodal learning elements as means to offer a semiotic resource that may help teachers to understand the different meanings of multimodality (e.g. Lameras, Philippe, & Oertel, 2019). The game play represents nonlinear dialogues with a non-player character (NPC) visualising a set of choices for the player to choose from. ...
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