ATMSG Taxonomy of SG Elements
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
- ↑ 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