Abstract This article focuses on a comparative study between conventional methods and serious games, and their impact on learning and motivation. Two hundred and fifty-one jobseekers including 130 enjoying an edutainment and 121 enjoying a conventional counseling, participated in the study. In addition, we conducted 157 interviews with counselors of professional insertion that accompanied these jobseekers. Our results show a significant difference between serious games and conventional
[...]
Keywords : Serious game, Insertion, Motivation, Learning, Unemployment
AbstractCreating serious games calls for a multidisciplinary design team, including game developers, subject-matter experts, pedagogical experts, and narrative designers. However, such multidisciplinary teams often experience communication and collaboration problems due to differences in terminology, background and the concerns of the people involved. As one step towards solving this problem, we developed a modeling language for authors of serious games to specify both the story and the pedagogi
[...]
Keywords : Serious games, Narrative, Pedagogy, Domain specific modeling language, Modeling, Controlled natural language, Graphical notation, Simulator
Summary Digital Serious Games (SGs) are gaining increasing importance as educational and training tools. However, there is still a long way to make them widely deployed. On the one hand, balancing fun and educational elements in a SG is not trivial and requires understanding how these games can be designed to support effective and efficient learning. On the other hand, actual development can be costly and time-consuming, involving large teams of people from different backgrounds, who often
[...]
Keywords : Serious game, Learning
AbstractSerious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices.
[...]
Keywords : Serious games, Play, Simulation-based learning, Game-based learning, Games for social change, Games for health, Playful learning
AbstractThis chapter aims to provide the reader with basic knowledge about the experiment as a general method that can be applied towards serious games research and evaluation. It explains the main terms and rules of the experimental design, as well as points out the main risks and difficulties to avoid. The chapter also explains the differences in possible conclusions between true experiments, quasi-experiments, and correlational studies. References (1): Djaouti, D., Alvarez, J., Jess
[...]
Keywords : Experiment, Experimental design, Variables, Validity, Biases, Samples, Quasi-experiment, Correlational study
AbstractEntrepreneurship constitutes a key driver providing jobs and wealth creation. Besides, promoting entrepreneurship can play significant role to ensure the prosperity of a society. In this respect our article aims to foster entrepreneurship education, through focusing on the effectiveness of serious games as educational tools, whose goal supporting young people to actively being entrepreneurs. In this paper, we unveil the entrepreneurial context notably at the national level, where we high
[...]
Keywords : Entrepreneurial learning, Learning process, Serious games, Entrepreneurship education
This technical paper details the development of a board game designed to help technical communication students understand scrum-based agile project management, as well as assist practitioners in introducing scrum management to a team unfamiliar with the process. I ground the development and design of the game with a literature review of scholarship on agile project management, games in education and business, and collaboration. I present my methodology in the form of a game design document (GDD)
[...]
Keywords : Board game, Design, Scrum, Education, Methodology, Game design
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
[...]
Keywords : Games, Diseases, Systems architecture, Monitoring, Medical treatment, Stakeholders, Systems architecture
Abstract Gameplay is commonly considered to be a voluntary activity. Game designers generally believe that voluntary gameplay is essentially different from mandatory gameplay. Such a belief may be a challenge for serious games, as instruction is usually mandatory. The article describes the outcomes of two experiments on the impact of voluntariness on the learning effect and enjoyment of a serious game. In the first experiment freedom of choosing to play a serious game was studied, with part
[...]
Keywords : Serious games, Learning effect, Enjoyment, Mandatory play
AbstractIn 2010 the eruption of the Icelandic volcano Eyjafjallajökull paralyzed a large part of the European air traffic. Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan. To
[...]
Keywords : Air traffic management, Decision-making, Serious games