scholarly journals Practical application of the Learning Mechanics-Game Mechanics (LM-GM) framework for Serious Games analysis in engineering education

Author(s):  
M J. Callaghan ◽  
N. McShane ◽  
A. Gomez Eguiluz ◽  
T. Teilles ◽  
P. Raspail
2017 ◽  
Vol 5 (1) ◽  
pp. 77-83 ◽  
Author(s):  
Michael Callaghan ◽  
Maggi Savin-Baden ◽  
Niall McShane ◽  
Augusto Gomez Eguiluz

2017 ◽  
Vol 48 (5) ◽  
pp. 695-714 ◽  
Author(s):  
Frank Ulrich ◽  
Niels Henrik Helms

Background. Games can be great pedagogical tools for educators and students. COTS games (commercial-off-the-shelf) are designed for the pure purpose of leisure but can also contain educational value. Aim. In this paper, we address the potential of COTS games as serious games. We develop an interpretive evaluation framework that can identify the educational value in COTS games. Application. The presented framework can create evaluative profiles of the learning, social, game, and immersive mechanics of COTS games as educational tools. Moreover, the framework can position COTS games between four intertwined dimensions, namely pedagogical, design, knowledge, and sociotechnical considerations. Demonstration. To validate the practical application of the interpretive framework, we apply it to a real-world example. Our demonstration reveals the usefulness of the framework. Conclusions. The framework enables critical reflection on the game mechanics; thereby capturing the complexity of the game mechanics that makes COTS game both educational and fun to play.


Author(s):  
Teodora Constantinescu ◽  
Oswald Devisch ◽  
Georgi Kostov

We witness a growing interest from urban designers in technology to understand cities as complex systems. However, more than often, the use of such technologies is a one-way knowledge generation, meaning that the urban designer is the one benefiting the most. Serious games have the ability to create concepts that lead to a better understanding of the issues that arise in urban development, improving society's implication in the process. This chapter addresses the potential of serious game mechanics to produce mutual transfer of knowledge and solutions able to enhance urban development strategies. Serious games can be one possible answer to motivate citizens and create social awareness and appropriation. Discussing the City Makers game prototype, authors underline the advantages of game mechanics as thinking mechanisms in improving urban development dynamics.


2020 ◽  
Author(s):  
Cevin Zhang ◽  
Jannicke Baalsrud Hauge ◽  
Karin Pukk Härenstam ◽  
Sebastiaan Meijer

BACKGROUND Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. OBJECTIVE This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure. METHODS First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment. RESULTS A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement – negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR<sup>2</sup> of 0.796 (F1<sub>4,31</sub>=2725.49, <i>P</i>&lt;.001) for the board version and 0.702 (F2<sub>4,31</sub>=2635.31, <i>P</i>&lt;.001) for the multiplayer online version after the learning engagement attributes. CONCLUSIONS The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.


2019 ◽  
Vol 8 (2) ◽  
pp. 1-23 ◽  
Author(s):  
Cristina Ampatzidou ◽  
Katharina Gugerell

The integration of learning goals with game mechanics in serious games used in urban and spatial planning processes has the potential to enable game designers and planners to create games with narratives tightly aligned to particular processes and lead to increased learning outcomes. This study presents the results from testing Energy Safari, a serious game for the energy transition in the province of Groningen, and empirically associates specific game mechanics with learning events, derived from players' reports. The research is based on the analysis of post-play questionnaires. Play-testing Energy Safari illustrates that different learning events can be triggered by the same game mechanics, an observation which can be applied in serious game design to facilitate players with different learning needs and styles. In addition, play testing to evaluate the learning performance of serious games should be integrated in the game design process. However, to achieve lasting learning and actionable knowledge, serious games should be used complementarily with other civic participation methods.


2014 ◽  
Vol 46 (2) ◽  
pp. 391-411 ◽  
Author(s):  
Sylvester Arnab ◽  
Theodore Lim ◽  
Maira B. Carvalho ◽  
Francesco Bellotti ◽  
Sara de Freitas ◽  
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