Document Type

Journal Article

Publisher

Routledge

Faculty

Faculty of Health, Engineering and Science

School

School of Computer and Security Science / Centre for Transformational Games

RAS ID

16562

Comments

Brogan, M. P., & Masek, M. (2013). E-learning with docugames: AE2 Commander. Archives and Manuscripts, 41(1), 58-68.

This is an Accepted Manuscript of an article published by Taylor & Francis in Archives and Manuscripts on 25 Mar 2013, available online: here

Abstract

Mark Brogan and Martin Masek teach and research in the School of Computer and Security Science at Edith Cowan University. Dr Brogan teaches and researches enterprise information management and digital recordkeeping. With Associate Professor Karen Murcia, Dr Masek coordinates research activity in ECU's Research Centre for Transformational Games. 1 This paper describes outcomes from user acceptance testing of AE2 Commander 2 - a docugame released as alpha software in April 2011 by ECU's Research Centre for Transformational Games. Docugames form a genre of serious games that employ digitised copy of historical sources as part of the game narrative. The design and development of AE2 Commander began in 2009, when the authors received an Ian MacLean Award 3 from the National Archives of Australia (NAA) to build an authentic role-play game based on the exploits of the World War I Australian submarine AE2. The design brief required the designers to develop a strategy for incorporating digitised copy of archival records held by the NAA and to measure the e-learning and engagement outcomes that were achieved with the docugame format. In an earlier Archives and Manuscripts article, the authors introduced the methods and technologies of computer game design and development used to produce AE2 Commander. 4 This paper reviews the learning outcomes that have been achieved with the game and the player reaction to the inclusion of authentic digital recreations of historical source records. The topic is significant within the context of e-learning, but also more generally, as many cultural heritage institutions seek new ways of engaging audiences through the leveraging of serious games.

DOI

10.1080/01576895.2013.779207

Access Rights

free_to_read

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