Využítí multimediálního učení pro video herní design
Název práce v češtině: | Využítí multimediálního učení pro video herní design |
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Název v anglickém jazyce: | Use of multimedia learning in video game design |
Klíčová slova: | videohry|herní příběh|multimediální učení|unity|přístupnost|herní design |
Klíčová slova anglicky: | video games|storytelling|multimedia learning|unity|accessibility|game design |
Akademický rok vypsání: | 2022/2023 |
Typ práce: | diplomová práce |
Jazyk práce: | |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Lukáš Kolek, Ph.D. |
Řešitel: | Bc. Veronika Petrova - zadáno a potvrzeno stud. odd. |
Datum přihlášení: | 07.02.2023 |
Datum zadání: | 07.02.2023 |
Datum potvrzení stud. oddělením: | 21.02.2023 |
Zásady pro vypracování |
The aim of this thesis is to explore the usage of multimedia learning in the context of game design and storytelling. Although multimedia learning is used mostly for teaching, games provide an intriguing form of multimedia to explore this as well. To be able to explore its usage in the context of good-practice in game design and accessibility, this work will focus on one particular area - designing a detective game based on multimedia learning research. This genre requires players to solve complicated situations and work in an information heavy environment. Therefore, their applicability might help players to process the contained information in the game. Existing studies deal with these principles mostly in an educational way, this work will apply them in storytelling in video games. This work will build on that research with a more focused and practical approach - focusing on retaining core information and conducting an empirical study with players on a short detective game developed for this research. In short, the findings of this thesis aim to broaden knowledge on how to work with multimedia learning in games with storytelling elements and effectively utilize its affordances.
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Seznam odborné literatury |
Mayer, R. (2014). Principles Based on Social Cues in Multimedia Learning: Personalization, Voice, Image, and Embodiment Principles. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 345-368). Cambridge: Cambridge University Press.
Brom, Cyril & Děchtěrenko, Filip. (2015). Mathematical Self-efficacy as a Determinant of Successful Learning of Mental Models from Computerized Materials. Plass, J. L., Mayer, R. E., & Homer, B. D. (Eds.). (2020). Handbook of game-based learning. Mit Press. |