ATMSG Taxonomy of SG Elements

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Taxonomy of SG Elements

The tables below contain the taxonomy of SG elements used in the ATMSG model [1].

Gaming activity

Gaming actions

Category

Elements

Entity Manipulation

Capture, Collect, Create, Customize, Design, Destroy, Edit, Eliminate, Exchange, Generate, Manage resources, Manipulate gravity (physics), Match, Own, Plan/Strategy, Remove, Select, Tactical maneuver, Trade virtual items

Movement

Avoid, Collide, Move, Evade, Rotate, Shoot, Target, Teleport, Traverse, Visit

Time-related

Manipulate time, Start/Stop time, Advance game period

Information

Ask questions, Answer questions/trivia, Obtain help, See performance evaluation, Watch/Listen to/Read information, Watch/Listen to/Read story


Gaming tools

Category

Elements

Objects

2D/3D space, Avatars, Cards, Gifts, Goods, Grids, Information, Modifiers, Non-playing characters (NPC), Tiles, Tokens, Virtual money

Attributes

Lives, Position in space, Roles, Secrets, Virtual skills

Time

Chronometer, Time pressure

Feedback

Achievements, Leaderboards, Penalties, Performance meters, Performance record, Points, Progress bars, Rewards, Status levels

Help

Advice and assistance, Guide character, Checklists/Task lists, Tips, Tutorial, Warning messages

Chance / Randomness

Dice, Lottery, Random appearances, Randomizers

Narrative (aesthetics)

Cut scenes, Role play, Story (text)

Rules

Complete information, Incomplete information, Competition, Game modes, Game master/referee, Multiplayer, Zero-sum/Non-zero-sum

Segmentation of gameplay

Alternating turns, Challenges, Checkpoints, Game Period, Infinite gameplay, Levels, Meta-game, Puzzles, Quest/Problem, Time

Goal metrics

Achievement, Performance record, Score, Success level, Time

Score

Video Game Score, Cash Score, Social Network Score, Composite Metrics, Experience Points, Redeemable Points, Karma Points


Gaming goals

Category

Elements

Score

Maximize performance, Maximize score

Tasks

Collect resources, Collect information, Solve puzzle

Narrative

Complete quest, Complete side quests, Form/discover goal, Get acquainted with story, Reach narrative end

Competition

Be the first to reach the end, Be the last player standing

Other goals

Configure game, Learn to use interface, Perform task within allotted time, Reach resources end


Learning activity

Learning actions

Category

Elements

Remembering

Define, Describe, Draw, Find, Identify, Imitate, Label, List, Locate, Match, Memorize, Name, Observe, Read, Recall, Recite, Recognize, Relate, Reproduce, Select, State, Write, Tell

Understanding

Compare, Convert, Demonstrate, Describe, Discuss, Distinguish, Explain, Explore, Find more information about, Generalize, Interpret, Objectify, Outline, Paraphrase, Predict, Put into own words, Relate, Restate, Summarize, Translate, Visualize

Applying

Apply, Calculate, Change, Choose, Classify, Complete goal, Complete, Construct, Examine, Experiment, Illustrate, Interpret, Make, Manipulate, Modify, Perform action/task, Produce, Put into practice, Put together, Show, Solve, Translate, Use

Analyzing

Advertise, Analyze, Categorize, Compare, Contrast, Deduce, Differentiate, Discover, Distinguish, Examine, Explain, Identify, Investigate, Separate, Subdivide, Take apart

Evaluating

Argue, Assess, Choose, Critique, Debate, Decide, Defend, Determine, Discuss, Estimate, Evaluate, Judge, Justify, Prioritize, Rate, Recommend, Review, Select, Value, Verify, Weigh

Creating

Add to, Build model, Combine, Compose, Construct, Create, Design, Devise, Forecast, Form goal, Formulate, Hypothesize, Imagine, Invent, Originate, Plan, Predict, Propose


Learning tools

Category

Elements

Dramatizing

Dramas, Dramatizations

Graphical information

Art, Cartoons, Diagrams, Displays, Graphed information, Graphics, Graphs, Illustrations

Interaction

Court trials, Debates, Demonstrations, Experiments, Group discussions, Questionnaires, Simulator, Speculations, Surveys, Tests

Multimedia

Animation, Films, Media presentations, Recordings, Songs, Speech, Television programs, Videos

Problem-solving

Challenge, Problems, Puzzles

Textual information

Analogies, Arguments, Bulletin boards, Classifications, Conclusions, Definitions, Editorials, Forecasts, Information, Magazine articles, Models, Newspapers, Organizations, Outlines, Poems, Posters, Recommendations, Reports, Routines, Rules, Standards, Story, Student diary, Summaries, Task list/checklist, Tasks, Textbooks, Texts, Tips

Other

Creations, Events, Inventions, Sculptures, Self-evaluations, Systems, Values


Learning goals

Category

Elements

Bloom’s Taxonomy – Cognitive domain

Remembering, Understanding, Analyzing, Applying, Evaluating, Creating

Bloom’s Taxonomy – Affective domain

Receiving phenomena, Responding to phenomena, Valuing, Organization, Internalizing values

Bloom’s Taxonomy – Psychomotor domain

Perception (awareness), Set, Guided response, Mechanism (basic proficiency), Complex overt response, Adaptation, Origination

Kolb’s experiential learning cycle

Concrete experience, Active experimentation, Reflective observation, Abstract conceptualization

Fink’s Taxonomy

Foundational knowledge, Application, Integration, Human dimension, Caring, Learning how to learn

Instructional activity

Instructional actions

Category

Elements

-

Demonstrate, Present material, Present problem, Present quiz, Qualitatively assess performance, Quantitatively assess performance, Repetition, Review lesson, Reward good performance, Sanction bad performance, Scaffold, Show similar problems, Stress importance, Suggest improvements, Support recovery from errors, Tell story


Instructional tools

Category

Elements

-

Challenge, Checklists, Deadlines, Discussion, Help text, Limited set of choices, Multiple chances, Penalties, Performance measures, Practice tests, Questions & answers, Rewards, Simulators, Story, Tips/assistance, Warning messages


Instructional goals

Category

Elements

Gagné’s Nine Events of Instruction

Gain attention, Inform learner of objective, Stimulate recall of prior learning, Present the stimulus, Provide learning guidance, Elicit performance, Provide feedback, Assess performance, Enhance retention and transfer

ARCS Model of Motivational Design

Attention, Relevance, Confidence, Satisfaction


References

  1. Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A., Sedano, C.I., Hauge, J.B., Hu, J., Rauterberg, M. (2015) An activity theory-based model for serious games analysis and conceptual design. Computers and Education, 87, pp. 166-181. DOI: 10.1016/j.compedu.2015.03.023