Ano:
2015Estado:
FinalizadaSumário
The aim of this thesis is to create a didactic chemistry game. There are many educational chemistry games but this thesis does not only have the objective to create a didactic chemistry game that teaches chemistry but is fun to play. For this reason, the author decided to test several chemistry games and analyse each of them in order to obtain their strengths and weaknesses. Flow experience is needed in an educational game in order to achieve its main objective which is teaching and being entertaining at the same time. This flow experience makes users abstract themselves from the educational part of the game and learn while they are having fun. The experiental gaming model is a way to achieve flow experience in an educational game and divides learning in three different cycles. The implementation of the experiental gaming model was achieved and all the game development was done in five iterations. After finishing the development of the game, moderated and unmoderated user tests were done and their results were good which might be a good evidence about the learning and entertainment in ChemCreator.