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Evaluation of serious games: a holistic approach
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Evaluation of serious games: a holistic approach

Christina M. Steiner, Paul Hollins, Eric Kluijfhout, Mihai Dascalu, Alexander Nussbaumer, Dietrich Albert and W. Westera
ICERI2015 Proceedings
IATED
8th International Conference of Education, Research and Innovation, conference (Seville, Spain, 18/11/2015–20/11/2015)
2015

Abstract

serious games evaluation empirical evidence game development learning effectiveness Technology
Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the development of the serious game industry. The European project RAGE introduces a comprehensive and multi-perspective framework for serious game evaluation, which is presented in this paper.
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