Think! Evidence

Designing Effective Serious Games: Opportunities and Challenges for Research

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dc.creator Francesco Bellotti
dc.creator Riccardo Berta
dc.creator Alessandro De Gloria
dc.date 2010-11-01T00:00:00Z
dc.date.accessioned 2015-07-20T22:15:00Z
dc.date.available 2015-07-20T22:15:00Z
dc.identifier 10.3991/ijet.v5s3.1500
dc.identifier 1863-0383
dc.identifier https://doaj.org/article/ce10f81b0e9548beb9b526d394b7f3e8
dc.identifier.uri http://evidence.thinkportal.org/handle/123456789/17283
dc.description Serious Games represent an acknowledged potential for instruction, because they are able to strongly motivate learners. They can also provide immersive environments where advanced users can practice knowledge and skills, also exploiting multimodal interaction. They can combine the effectiveness of computer processing and data storage, with high levels of attractiveness. Our work has investigated the state of the art research on SGs, starting from the cognitive aspects, that are necessary in order to root technological development and applications in sound theoretical foundations. The paper discusses some key aspects about SG design and exploitation: choice of components-off-the-shelf or from-scratch design, tools and methodologies for development or adaptation, intelligent tutoring, virtual coaches and affective learning, living worlds, game mechanics, Human-Computer Interaction. While several SGs have been developed, still the literature stresses a lack of significant, extensive user tests. Further research is necessary to investigate in greater detail the real effectiveness of the various types of SGs. The paper proposes several research questions - that range from requirements elicitation to design and from deployment to use and evaluation - to be answered in order to avoid technology pushing and drive technological research according to the requirements of the end-users and stakeholders. We believe that deepening the analysis about these issues is key to strengthen the foundations of SG research, for which we identify four major directions: definition of metrics and learning progress evaluation tools; methodologies and tools for designing games from various topics and for various users; computing and communication architectures; technologies that can enhance the overall system performance.
dc.language English
dc.publisher kassel university press GmbH
dc.relation http://online-journals.org/i-jet/article/view/1500
dc.relation https://doaj.org/toc/1863-0383
dc.rights CC BY
dc.source International Journal of Emerging Technologies in Learning (iJET), Vol 5, Iss Si3: Serious Games, Pp 22-35 (2010)
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject DOAJ:Technology (General)
dc.subject DOAJ:Technology and Engineering
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.subject Technology (General)
dc.subject T1-995
dc.subject Technology
dc.subject T
dc.subject Theory and practice of education
dc.subject LB5-3640
dc.subject Education
dc.subject L
dc.title Designing Effective Serious Games: Opportunities and Challenges for Research
dc.type article


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