Evaluating the Effectiveness of Serious Games for Cultural Awareness: The Icura User Study

Author(s):  
Michela Mortara ◽  
Chiara Eva Catalano ◽  
Giusy Fiucci ◽  
Michael Derntl
Author(s):  
Alessandra Barbieri ◽  
Alessandra Tesei ◽  
Agostino Bruzzone ◽  
Ion Roceanu ◽  
Daniel Beligan

Attention to human factor in conducting any type of military/security operations is currently an objective of utmost importance in the context of troop training within NATO. To this purpose, a number of serious games were developed, addressing different aspects of cultural awareness and correctness in approaching human beings during a mission. A significant example is “Afghanistan Pre-deployment – Cultural Awareness”, a serious game widely adopted in NATO Defense Schools to support pre-deployment training of troops for the International Security Assistance Force (ISAF) missions in Afghanistan. In the context of GALA, the European Network of Excellence on Serious Games, the Romanian National Defense University (MAN) and NATO-STO CMRE conducted a user study particularly focused on the learning impact of this serious game. The study was first run in parallel on different typologies of players (soldier trainees at MAN; and civilian/military staff at CMRE) in order to get different perspectives in the game test and evaluation; results of respective analyses were compared, in order to evaluate the effectiveness of this type of serious game as a learning tool. A preliminary correlation study was conducted between users’ perception of the game and their respective background and level of engagement.


Author(s):  
Paula Alexandra Rego ◽  
Pedro Miguel Moreira ◽  
Luís Paulo Reis

This chapter addresses up-to-date research development regarding the adoption of more natural forms of interaction in the Serious Games for Rehabilitation domain of application. The chapter starts by presenting fundamental concepts on Serious Games illustrated by relevant applications. It describes the main problems involved and how Serious Games can benefit the process of rehabilitation. A comprehensive literature survey is presented and accompanied by a proposed set of classification criteria towards a taxonomy. From this study, a main research opportunity the authors identified is the potential benefits of the adoption of natural interaction modalities. The remainder of the chapter presents the authors’ recent work on this subject, including the description and design of game prototypes using alternative and natural interaction modalities. The chapter presents experiments and the results of a user study in order to make it possible to conclude about the benefits of the newer forms of interaction. From this study, it was concluded that the introduction of the natural interaction modalities has increased the attractiveness and intuitiveness of the prototyped Serious Game. This important result is a motivating factor to improve the interaction mechanisms and conduct studies with distinct tasks and larger samples of users/patients. Lastly, the authors report identified research opportunities and open problems.


2022 ◽  
pp. 1521-1548
Author(s):  
Laila Shoukry ◽  
Johannes Konert ◽  
Stefan Göbel

In this chapter, the topic of evaluating learner experience in serious games is discussed with respect to four different dimensions: gaming, learning, using and context with a special focus on using multimodal data. After reviewing relevant research fields, the steps involved in a serious games evaluation process is investigated and relevant evaluation studies are reviewed with emphasis on the use of different modalities for recording and assessing in-game interactions. Finally, a theoretical framework (LeGUC) is proposed defining parameters related to the four dimensions discussed which can be observed during evaluation studies of serious games and how they relate to logged in-game interactions. The framework is based on relevant literature as well as a conducted observational user study.


Author(s):  
Laila Shoukry ◽  
Johannes Konert ◽  
Stefan Göbel

In this chapter, the topic of evaluating learner experience in serious games is discussed with respect to four different dimensions: gaming, learning, using and context with a special focus on using multimodal data. After reviewing relevant research fields, the steps involved in a serious games evaluation process is investigated and relevant evaluation studies are reviewed with emphasis on the use of different modalities for recording and assessing in-game interactions. Finally, a theoretical framework (LeGUC) is proposed defining parameters related to the four dimensions discussed which can be observed during evaluation studies of serious games and how they relate to logged in-game interactions. The framework is based on relevant literature as well as a conducted observational user study.


Author(s):  
Alessandra Tesei ◽  
Alessandra Barbieri ◽  
Ion Roceanu ◽  
Daniel Beligan

2010 ◽  
pp. 312-338 ◽  
Author(s):  
Otto Borchert ◽  
Lisa Brandt ◽  
Eric J. Gutierrez ◽  
Guy Hokanson ◽  
Brian M. Slator ◽  
...  

The World Wide Web Instructional Committee at North Dakota State University has developed a number of serious games aimed at science education. Their games are all multiuser, with a role-based orientation, promoting a task-and-goal cultural awareness. Constructed in collaboration with content experts, these games were developed under a proven set of design guidelines (design principles and signature elements) that serve to preserve consistency among the applications. As a consequence of this high-concept design constraint, their systems share important cognitive and pedagogical features that assist players in learning the serious game content while also allowing for consistent evaluation of learning outcomes across games. The authors have formatively evaluated these games and found them to be effective. It is now their hope that by sharing their design guidelines, others may be able to use and evaluate them to their advantage. The authors continue to develop and refine these design principles and signature elements through basic and evaluative research.


2020 ◽  
Vol 5 (5) ◽  
pp. 1231-1242
Author(s):  
Celeste Domsch ◽  
Lori Stiritz ◽  
Jay Huff

Purpose This study used a mixed-methods design to assess changes in students' cultural awareness during and following a short-term study abroad. Method Thirty-six undergraduate and graduate students participated in a 2-week study abroad to England during the summers of 2016 and 2017. Quantitative data were collected using standardized self-report measures administered prior to departure and after returning to the United States and were analyzed using paired-samples t tests. Qualitative data were collected in the form of daily journal reflections during the trip and interviews after returning to the United States and analyzed using phenomenological methods. Results No statistically significant changes were evident on any standardized self-report measures once corrections for multiple t tests were applied. In addition, a ceiling effect was found on one measure. On the qualitative measures, themes from student transcripts included increased global awareness and a sense of personal growth. Conclusions Measuring cultural awareness poses many challenges. One is that social desirability bias may influence responses. A second is that current measures of cultural competence may exhibit ceiling or floor effects. Analysis of qualitative data may be more useful in examining effects of participation in a short-term study abroad, which appears to result in decreased ethnocentrism and increased global awareness in communication sciences and disorders students. Future work may wish to consider the long-term effects of participation in a study abroad for emerging professionals in the field.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
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