Co-creation is the process during which users take an active role and cocreate value together with users. Information and communication technologiesprovide the opportunity for consumers toengage in an organization’s innovation process. International Workshop on Higher Education 2014, University of Vic. December 1-3
Co-creating a serious game with primary school teachers: a case study
1. Co-‐crea(ng
a
serious
game
with
primary
school
teachers:
a
case
study
Ruth
S.
Contreras
Espinosa
UVIC-‐UCC
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
Catalonia
2. Co-‐crea(on
is
the
process
during
which
users
take
an
ac(ve
role
and
cocreate
value
together
with
the
company
(Prahalad
and
Ramaswamy
2004).
InformaFon
and
communicaFon
technologies
provide
the
opportunity
for
consumers
to
engage
in
an
organizaFon’s
innovaFon
process
(Di
Gangi
et
al.
2009).
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
Catalonia
3. The
extent
to
which
interacFons
in
the
virtual
customer
environment
offer
benefits
(cogni(ve,
social
integra(ve,
personal
integra(ve,
and
hedonic)
shapes
the
actual
parFcipaFon.
The
results
reveal
that
users’
actual
experiences
and
their
beliefs
about
the
expected
benefits
significantly
influence
their
actual
conFnued
parFcipaFon.
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
Catalonia
9. Multiplayer Classromm
4th
Interna(onal
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on
Higher
Educa(on
University
of
Vic-‐
Central
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of
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10. Method
AcFon
research
is
a
collabora(ve,
rigorous,
itera(ve
process
that
goes
through
several
phases
in
several
cycles
(Iversen
et
al.2004).
We
conducted
a
6-‐month
acFon
research
study
consisFng
of
two
cycles
with
the
following
phases:
diagnosing,
acFon
planning,
acFon
taking,
evaluaFng
and
specifying
learning.
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
Catalonia
11. Method
AcFon
research
approach,
which
allowed
us
to
explore
co-‐creaFon
experiences
and
propose
a
set
of
design
principles.
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
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12. Serious
Game:
Ferran
Alsina
4th
Interna(onal
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University
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17. Usability
Simplifying
the
interacFon
and
reducing
users’
efforts
–
usability
experience.
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
Vic-‐
Central
University
of
Catalonia
21. Theorical
Contribu(on
-‐ Synthesizing
the
insights
gained
from
an
acFon
research
study
that
involved
numerous
data
collecFon
strategies
and
intervenFons.
-‐ A
set
of
design
principles
for
virtual
co-‐creaFon
systems
that
contribute
to
the
body
of
literature
that
seeks
to
leverage
games
for
cocreaFon.
-‐ Adds
to
the
iniFal
empirical
content
of
the
research
agenda,
inquiry
into
the
changed
nature
of
games,
technologies
and
opFmal
experience.
-‐ This
research
has
enriched
the
framework
by
the
collaboraFve
dimension.
-‐ In
user-‐generated
environments,
invite
users
to
cocreate
the
content,
they
wish
to
be
part
of
their
experience.
4th
Interna(onal
Workshop
on
Higher
Educa(on
University
of
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University
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22. Limita(ons
and
future
research
-‐
This
study
focused
on
the
design
of
the
experience
and
the
chosen
methodology
is
not
able
to
address
quesFons
of
causality
in
relaFon
to
the
effecFveness
of
the
developed
co-‐creaFon
system.
-‐Researchers
must
closely
examine
the
value
proposiFon
for
serious
games.
-‐Future
studies
may
explore
and
compare
how
different
types
of
games
could
enrich
diverse
cocreaFon
tasks.
-‐Future
research
might
explore
the
relaFve
impact
of
the
different
experience
dimensions
for
different
co-‐creaFon
tasks.
4th
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on
Higher
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University
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23. Conclusions
This
study
implies
that
serious
games
can
help
leverage
a
developer’s
co-‐creaFon
iniFaFves.
The
criFcal
challenge
for
co-‐creaFon
in
games
is
not
so
much
in
devising
the
technological
infrastructure,
but
in
creaFng
and
maintaining
an
experience
for
parFcipants.
4th
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24. La guerra civil
El jardín botánico
Thank
you
Personatges
los Beatles
en
joc
www.personatgesenjoc.cat
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Final
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