Beyond the Technological Dimension of Edutainment

Author(s):  
Carlos Rodríguez-Hoyos ◽  
Maria João Gomes

In this chapter, the authors propose a framework for carrying out an analysis of edutainment products from a curricular perspective. Although this framework has been developed for undertaking a curricular evaluation of edutainment, the chapter also incorporates some indicators that allow for evaluation of its playful dimension. Firstly, the different fields of research that support the framework are presented, such as the studies on: commercial video games, serious games and edutainment, and curricular materials (e.g. textbooks). This framework comprises four dimensions of analysis - formal, playful, curricular, and ethical - organized as an observation grid of edutainment products and a series of guidelines to use it. In each dimension the authors take into account a variable number of units of analysis, indicators, and evidences. Finally, the chapter offers some general conclusions to the evaluation process of edutainment, focusing on its appropriateness to specific curricular subjects and contexts.

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.


2020 ◽  
Vol 1674 (1) ◽  
pp. 012020
Author(s):  
R Prada-Núñez ◽  
E T Ayala ◽  
W R Avendaño-Castro

Abstract This article arises as a proposal in view of the need to evaluate the scientific competences promoted by teachers of the subject of physics at the level of basic secondary and secondary technical education. A valid questionnaire was designed from the application of scalar analysis, factorial analysis and content analysis, which is composed of 49 items evaluated by means of a Likert scale with five levels of response. It was applied in a sample of 249 students enrolled in a public educational institution during 2019, characterized by their good results in the area of physics in state tests. The results allowed the identification of strengths in the four dimensions proposed by the Ministerio de Educación Nacional, Colombia (pedagogical, didactic, disciplinary and behavioural), in contrast with some weaknesses within which the evaluation process stands out as the one with the greatest impact, since the students state that this process is assumed by the teacher as a mechanism of pressure and control. When investigating the teachers in a complementary way, positions were determined that were totally opposite to those held by the students, then it is suggested for future research to consider both the students and the teachers as informants and a supervision of the students’ notes as the end of triangulating the results to refine the conclusions, on which future improvement plans will depend.


Author(s):  
Milagros Huerta Gómez de Merodio ◽  
Juan Manuel Dodero ◽  
Nestor Mora Núñez ◽  
José Mª Portela Núñez

Flip-GET has been developed with the objective of optimizing engineering practicals. The innovative element of this methodology is the use of serious games, as a complement to the flipped classroom method, in the teaching-learning process of engineering studies. This methodology uses serious games to take advantage of the capacity of motivation that video games have for the current generation of students, who have been involved with digital content, software, and electronic devices. This methodology has been evaluated using the method of case studies and by an experimental evaluation carried out in different stages, each of which has been developed during an academic course. In the experimental evaluation of the methodology, the control group carried out the practicals dividing the students into subgroups, without using the Flip-GET methodology, while the experimental group performed them with the methodology.


Author(s):  
Jan Cannon-Bowers

Despite the fact that people have been playing games since before recorded history, the field of Serious Games—as a scientifically valid and viable area of investigation and application—is really in its infancy. In fact, the rise in availability and popularity of video games is a relatively recent phenomenon and actual applications of video game technology to serious pursuits are relatively rare. That said, I believe that Serious Games are coming into their own, and predict that the next few years will witness an explosion of new games, design features and guidelines, success stories, and scientific findings regarding their effectiveness. How quickly and fruitfully this happens depends, in part, on how well the community of researchers, designers, developers, evaluators, and end users can come together to systematically conceive of, and deploy games for serious purposes. Haphazard attempts—i.e., those that do not build on the findings of others’ experiences—will retard the speed at which viable games are consistently produced. Likewise, rigorous evaluation of those games that are developed cannot be neglected or future developers will likely fall prey to the same problems and pitfalls as their predecessors.


Author(s):  
Alain Lortet

Educational devices can include play-based elements, and even take the form of so-called serious video games combining educational and playful aspects. Educational engineering models, however, do not take into consideration the addition of play-based features in educational devices. As for engineering models targeting serious games, they are often designed for a specific genre. In this article, we propose the addition of gamification specifications to the ADDIE model for use in the development of serious games. The example used ultimately highlights the adaptability of the model created, which allows the modification of later versions of a serious game.Les dispositifs pédagogiques peuvent comporter des éléments ludiques et même prendre la forme de jeux vidéo dits sérieux qui combinent aspects pédagogique et ludique. Cependant, les modèles d’ingénierie pédagogique ne prennent pas en considération l’ajout de caractéristiques ludiques aux dispositifs pédagogiques. De leur côté, les modèles d’ingénierie ciblant les jeux sérieux sont souvent conçus pour un genre précis. Dans le présent article, nous proposons d’adjoindre un devis ludique au modèle ADDIE afin de l’utiliser pour l’ingénierie des jeux sérieux. Au final, l’exemple utilisé souligne l’adaptabilité du modèle créé qui permet la modification de versions ultérieures d’un même jeu sérieux.


2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


Author(s):  
Simran K Ghoman ◽  
Siddhi D Patel ◽  
Maria Cutumisu ◽  
Patrick von Hauff ◽  
Thomas Jeffery ◽  
...  

BackgroundNeonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives.ObjectiveTo review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals.MethodLiterature searches of PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, Web of Science and EMBASE databases were performed to identify studies examining serious games in neonatology. All games, such as board games, tabletop games, video games, screen-based simulators, tabletop simulators and virtual reality games were included.ResultsTwelve serious games were included in this review (four board games, five video games and three virtual reality games). Overall, knowledge improvement was reported for the RETAIN (REsuscitationTrAINing for healthcare professionals) board game (10% increase in knowledge retention) and The Neonatology Game (4.15 points higher test score compared with control). Serious games are increasingly incorporated into Nursing and Medical School Curriculums to reinforce theoretical and practical learning.ConclusionsSerious games have the potential to improve healthcare professionals’ knowledge, skills and adherence to the resuscitation algorithm and could enhance access to SBE in resource-intensive and resource-limited areas. Future research should examine important clinical outcomes in newborn infants.


2014 ◽  
Vol 19 (3) ◽  
pp. 515-529 ◽  
Author(s):  
Antonia Ypsilanti ◽  
Ana B. Vivas ◽  
Teppo Räisänen ◽  
Matti Viitala ◽  
Tuula Ijäs ◽  
...  

2021 ◽  
Vol 20 (38) ◽  
pp. 159-169
Author(s):  
Manuel Esteban Jaramillo Reinel ◽  
Andrés Felipe Mera Tróchez ◽  
Katerine Márceles Villalba ◽  
Gabriel Elías Chanchí

In recent years, serious games have been applied in different contexts of application, highlighting their contribution in the educational context. This original type article presents the design, construction and evaluation of the Coffee Fun video game. Coffee Fun is a video serious game aimed at children aged 8 to 12 years old; the game has as a theme the growing of coffee beans in a simulation environment in which each player helps the growth of this plant by a few tools provided at each level of the game; in the game, different scenarios related to coffee growing environments are presented for each of its stages in a series of levels that the player must overcome to complete the game through a process of learning and entertainment.


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