Framework for adaptive serious games

IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Alvaro Marcos Antonio de Araujo Pistono, Arnaldo Manuel Pinto dos Santos, Ricardo José Vieira Baptista, Henrique São Mamede
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Abstract

Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever-evolving landscape of workplace education, various learning modes have emerged within organizations, and e-learning stands out as a prominent choice. This increasingly cost-effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting-edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e-learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence-based approaches for the effective use of Serious Games in professional training.

Abstract Image

自适应严肃游戏框架
专业培训是组织面临的一项重大挑战,尤其是如何吸引员工参与这些学习活动。随着工作场所教育的不断发展,组织内部出现了各种学习模式,其中电子学习是一个突出的选择。这种成本效益越来越高、适应性越来越强的解决方案促进了众多学习活动,包括无缝整合由尖端技术驱动的教育游戏,从而彻底改变了培训方式。然而,将严肃游戏融入教育和职业环境也带来了一系列挑战,特别是在量化其对学习的实际影响和评估其在不同环境下的适应性方面。各组织需要一个一致的框架来指导在专业培训中结合严肃游戏实施电子学习的最佳实践。本研究的主要目标就是弥合这一差距。本研究以设计科学研究方法为基础,旨在为创建和评估适应性严肃游戏提供一个综合框架,以实现预期的学习和参与成果。总体目标是在专业培训中加强教与学的过程,最终提高学生的参与度,将学习成果提升到新的高度。该提案以文献综述、专家见解和用户在专业培训中使用严肃游戏的经验为基础,将学习成果和适应形式视为开发或评估严肃游戏的基本特征。最终形成了一个框架,旨在引导学习者提高学习成果和参与度。通过焦点小组和专家访谈等三角测量方法对该提案进行了评估。此外,该框架还被用于开发和评估一款严肃游戏,并提供了新的见解和应用建议。这项实验提供了基于真实课程的框架评估。总之,这项调查有助于为在专业培训中有效使用严肃游戏开发基于证据的方法。
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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来源期刊
Computer Applications in Engineering Education
Computer Applications in Engineering Education 工程技术-工程:综合
CiteScore
7.20
自引率
10.30%
发文量
100
审稿时长
6-12 weeks
期刊介绍: Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.
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