{"id":{"repo_id":"city-london","oai_identifier":"oai:openaccess.city.ac.uk:14543"},"canonical_url":"https://search.dev.ndltd.org/etd/city-london/oai:openaccess.city.ac.uk:14543","repository":{"repo_id":"city-london","name":"City University of London","base_url":"https://openaccess.city.ac.uk/cgi/oai2"},"display":{"title":"Creativity support in games for motivated learning","abstract":"A natural extension of play for creative thinking can innovatively drive technology-led changes to the facilitation of creative problem solving, and generate a new genre in serious gaming. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. The work reported in this thesis is the first to explicitly integrate creativity support into serious games. The results show that creative serious games can systematically support acquisition of creativity skills, generation of creative learning outcomes, and induction of motivational and learning benefits amongst the players. Therefore, this thesis introduces the concept of explicit creativity support in serious games, with a focus on games for motivated learning in adult professional setting, and reports formative and summative evaluations of new prototype games for this setting, in order to instantiate, refine and validate the concept. The creative learning objective of the prototype games was to train carers in creativity techniques to deliver more person-centred care to people with dementia. The findings are delivered in the form of a new framework, which proposes recommendations for the design and understanding of creative serious games. Four formative evaluations of three prototypes of creative serious games with carers provided results that led to refinements of the framework and the design of more usable and effective games. A subsequent summative evaluation partially validated the framework, delivering both a framework and prototype creative serious game that demonstrated the potential to improve person-centred dementia care training. The thesis provides a proof-of-concept of the value of creative serious games, and shows the potential for the framework to be applied and have impact on other application domains.","abstract_html":"A natural extension of play for creative thinking can innovatively drive technology-led changes to the facilitation of creative problem solving, and generate a new genre in serious gaming. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. The work reported in this thesis is the first to explicitly integrate creativity support into serious games. The results show that creative serious games can systematically support acquisition of creativity skills, generation of creative learning outcomes, and induction of motivational and learning benefits amongst the players. Therefore, this thesis introduces the concept of explicit creativity support in serious games, with a focus on games for motivated learning in adult professional setting, and reports formative and summative evaluations of new prototype games for this setting, in order to instantiate, refine and validate the concept. The creative learning objective of the prototype games was to train carers in creativity techniques to deliver more person-centred care to people with dementia. The findings are delivered in the form of a new framework, which proposes recommendations for the design and understanding of creative serious games. Four formative evaluations of three prototypes of creative serious games with carers provided results that led to refinements of the framework and the design of more usable and effective games. A subsequent summative evaluation partially validated the framework, delivering both a framework and prototype creative serious game that demonstrated the potential to improve person-centred dementia care training. 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Four formative evaluations of three prototypes of creative serious games with carers provided results that led to refinements of the framework and the design of more usable and effective games. A subsequent summative evaluation partially validated the framework, delivering both a framework and prototype creative serious game that demonstrated the potential to improve person-centred dementia care training. 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