XIMPEL for Education -- inspiring creativity through storytelling and gameplay

W. Bhikharie, A.P.W. Eliëns

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-review

Abstract

The XIMPEL framework has been successfully applied in
multiple educational settings (university courses, workshops
for high school students and educators) to enable users to
create interactive media productions. In three steps (define a
story graph, prepare media items and configure the XIMPEL
playlist and application) users are guided in creating their
productions. By providing thematical constraints users are
challenged to find a personal approach towards the creation
of their production, using storytelling and/or gameplay as a
practical means to apply a theme into their work. When
comparing XIMPEL to (commercial) game engines for usage
within education, the biggest strengths of XIMPEL are the
relative ease of use and fast prototyping capabilities, while
maintaining rich interaction possibilities. Guided by ongoing
technological advances, a HTML5 based version of XIMPEL
is in active development, with the intention of making the
framework even more accessible for both desktop and mobile
platforms along with more users, targeting increasingly
educational applications as developed for our courses in
serious games.
Original languageEnglish
Title of host publicationGAMEON'2015
Place of PublicationGhent, Belgium
PublisherEurosis
Publication statusPublished - 2016
EventGAME-ON - Ghent, Belgium
Duration: 3 Dec 20155 Dec 2015

Conference

ConferenceGAME-ON
Period3/12/155/12/15

Fingerprint Dive into the research topics of 'XIMPEL for Education -- inspiring creativity through storytelling and gameplay'. Together they form a unique fingerprint.

Cite this