scholarly journals Serious Games for education and training

Author(s):  
Alessandro De Gloria ◽  
Francesco Bellotti ◽  
Riccardo Berta

Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player’s experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design.  We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided.

2011 ◽  
pp. 75-107
Author(s):  
Katrin Becker

Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the part of the serious games discipline that intersects with formal education, with a particular focus on design. The chapter begins broadly by looking at games in order to define the term serious game but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.


1989 ◽  
Vol 33 (19) ◽  
pp. 1348-1352 ◽  
Author(s):  
Richard E. Redding

This study presents a critical analysis of the state of current technologies, methods, and tools used in cognitive task-analysis. Methods for cognitive task-analysis, derived from methods used in cognitive science, are relatively new and have not been systematized. Current methodologies demand considerable time and expertise to conduct properly and often yield data which is difficult to readily translate into practical application. This paper examines these problems and proposes some directions for future research and training program development.


Author(s):  
Panagiotis Petridis ◽  
Kyriaki Hadjicosta ◽  
Victor Shi Guang ◽  
Ian Dunwell ◽  
Tim Baines ◽  
...  

The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.


2021 ◽  
Author(s):  
Duaa Brinjee ◽  
Abdulellah Al Thobaity ◽  
Waleed Al Ahmari ◽  
Mohammed Almalki

Abstract Background: : An important aspect of disaster preparedness for nurses is that they be ready to respond with a high level of competence. This scoping review aimed to identify current issues related to the education and training of disaster nurses in Saudi Arabia.Methods: This scoping review was conducted using the Joanna Briggs Institute (JBI) methodology. The search involved several different databases in the Saudi Digital Library (SDL), including CINAHL, Science Direct, Scopus, Wiley, and the Education Resources Information Center (ERIC). The search keywords were “disaster,” “nursing,” “education,” “training,” “knowledge,” and “preparedness.” In addition, specific inclusion and exclusion criteria were applied to narrow down the search to only relevant articles. Results: Several gaps in the education of disaster nurses were found in the review, which can be summarized in five different domains: insufficient simulations and drills, inadequate education programs, a lack of formal education, difficulty following guidelines, and difficulty accessing up-to-date educational resources.Conclusion: It is imperative that the highlighted issues related to disaster nursing education in Saudi Arabia be addressed to further develop the educational system in this regard. Future research should aim to determine how to address these issues to enhance the performance of nurses during disaster situations.


2010 ◽  
pp. 22-54 ◽  
Author(s):  
Katrin Becker

Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the part of the serious games discipline that intersects with formal education, with a particular focus on design. The chapter begins broadly by looking at games in order to define the term serious game but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.


Author(s):  
Abdelali Slimani ◽  
Fatiha Elouaai ◽  
Lotfi Elaachak ◽  
Othman Bakkali Yedri ◽  
Mohammed Bouhorma ◽  
...  

learning analytics is an emerging discipline focused on the measurement, collection, analysis and reporting of learner interaction data through the E-learning contents. Serious game provides a potential source for relevant educational user data; it can propose an interactive environment for training and offer an effective learning process. This paper presents methods and approaches of educational data mining such as EM and K-Means to discuss the learning analytics through serious games, and then we provide an analysis of the player experience data collected from the educational game “ELISA” used to teach students of biology the immunological technique for determination of ANTI-HIV antibodies. Finally, we propose critically evaluation of our results including the limitations of our study and making suggestions for future research that links learning analytics and serious gaming.


2019 ◽  
Vol 79 (9-10) ◽  
pp. 5501-5527 ◽  
Author(s):  
David Checa ◽  
Andres Bustillo

AbstractThe merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.


Author(s):  
Muhammad Yousaf ◽  
Petr Bris

A systematic literature review (SLR) from 1991 to 2019 is carried out about EFQM (European Foundation for Quality Management) excellence model in this paper. The aim of the paper is to present state of the art in quantitative research on the EFQM excellence model that will guide future research lines in this field. The articles were searched with the help of six strings and these six strings were executed in three popular databases i.e. Scopus, Web of Science, and Science Direct. Around 584 peer-reviewed articles examined, which are directly linked with the subject of quantitative research on the EFQM excellence model. About 108 papers were chosen finally, then the purpose, data collection, conclusion, contributions, and type of quantitative of the selected papers are discussed and analyzed briefly in this study. Thus, this study identifies the focus areas of the researchers and knowledge gaps in empirical quantitative literature on the EFQM excellence model. This article also presents the lines of future research.


2020 ◽  
Author(s):  
Kurniati Ningsih

Administration can be interpreted as an activity or business to help, serve, direct or manage all activities in achieving a goal. Meanwhile, educators are professionals who are involved in the process of learning and teaching, evaluating learning outcomes, conducting coaching and training, and conducting research and community service. And education administration that supports administration, management, development, supervision, and technical services to support the education process in the education unit.


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