Characterizing the Serious Game and Assessing Learning Goals

I. Boughzala
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引用次数: 16

Abstract

Serious games (SGs) are video or computer games designed for training or educational purposes. Thanks to the wide variety of opportunities they provide, e.g. interactivity, immersion, simulation, etc they have become universally embraced in both academic and non-academic fields alike. However, the selection of the most suitable SG with regard to a given learning goal seems to be less well addressed in the literature. This paper tries to bridge this research gap by building a new Characterizing and Assessing Serious Games Grid (CASGG). The research was based on a design science method. The CASGG was built during a series of meetings (i.e. working group with professionals (education experts), brainstorming with students and teachers) and pilot tests with students. Subsequently, it was tested in the higher education field with 41 graduate students to assess their learning performance according to leaning goals using a specific SG. The tested SG was StarBank the Game and the learning goal was to understand the principal mechanisms of banking. The findings revealed that there is no difference in terms of learning performance between students who have used the SG and those who have followed the theoretical course. With reference to learning satisfaction, the first category of students expressed much more enthusiasm and motivation for learning. Using the SG was for them more enjoyable and engaging. The game play succeeded in capturing their attention, challenging their curiosity and enhancing their interest in the theoretical knowledge. Moreover, owing to this research the design science approach proved most suitable for the building and application of the CASGG by demonstrating its practical feasibility and use. Regarding the context of SGs, the CASGG is actually not only an empirical elaboration of an SG assessment instrument, but also a starting point for further research in this area.
严肃游戏的特征与学习目标评估
严肃游戏(SGs)是为培训或教育目的而设计的视频或电脑游戏。由于它们提供了各种各样的机会,例如交互性、沉浸感、模拟等,它们在学术和非学术领域都受到普遍欢迎。然而,对于给定的学习目标,选择最合适的SG似乎在文献中没有得到很好的解决。本文试图通过构建一个新的严肃游戏特征和评估网格(CASGG)来弥补这一研究空白。本研究采用设计科学的方法。CASGG是在一系列会议(即与专业人士(教育专家)的工作组、与学生和教师的头脑风暴)和与学生的试点测试中建立起来的。随后,在高等教育领域对41名研究生进行了测试,根据学习目标使用特定的SG来评估他们的学习绩效。测试的SG是《StarBank The Game》,学习目标是了解银行业务的主要机制。研究结果显示,使用SG的学生和学习理论课程的学生在学习成绩上没有差异。在学习满意度方面,第一类学生表现出更大的学习热情和动力。使用SG对他们来说更有趣和吸引人。游戏成功地吸引了他们的注意力,挑战了他们的好奇心,增强了他们对理论知识的兴趣。此外,本研究通过论证了设计科学方法的实际可行性和实用性,证明了设计科学方法最适合CASGG的构建和应用。就社会服务背景而言,CASGG实际上不仅是社会服务评估工具的实证阐述,也是该领域进一步研究的起点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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