SCRIPTED COLLABORATION IN SERIOUS GAMES FOR CRISIS MANAGEMENT EXERCISES

Author(s):  
Peter Mozelius ◽  
Erik Borglund ◽  
Lena-Maria Öberg
2021 ◽  
pp. 100428
Author(s):  
Ibtissem Daoudi ◽  
Raoudha Chebil ◽  
Erwan Tranvouez ◽  
Wided Lejouad Chaari ◽  
Bernard Espinasse

2012 ◽  
Vol 15 ◽  
pp. 320-321 ◽  
Author(s):  
Alessandra Tesei ◽  
Alessandra Barbieri ◽  
Ronald Kessel

Author(s):  
Ibtissem Daoudi ◽  
Raoudha Chebil ◽  
Erwan Tranvouez ◽  
Wided Lejouad Chaari ◽  
Bernard Espinasse

Over the last few decades, interest has grown in the use of serious games (SG) and their assessment in almost every sector. A privileged application domain of SG is crisis management (CM) in which these tools improve crisis behavior and/or management in a safe environment while reducing training costs. However, it is difficult to characterize and evaluate such specific SG. This article proposes a comprehensive grid defining features for description, analysis and evaluation of Crisis Management Serious Games (CMSG). First of all, the authors introduce SG, CM as well as evaluation and assessment concepts, and discuss their particular challenges by highlighting the need of using assessment and evaluation techniques to support learning and/or training. Then, the authors present, classify and compare the most relevant techniques dedicated to address this need by encompassing the state of the art of learners' assessment and evaluation approaches used in CMSG. Finally, this article presents in detail the proposed grid and discusses the major findings and contributions.


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.


2008 ◽  
Author(s):  
Glenn E. Meyer ◽  
Carolyn B. Becker ◽  
Melissa M. Graham ◽  
John S. Price ◽  
Ashley Arsena ◽  
...  

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