EMERGO: A methodology and toolkit for efficient development of serious games in higher education

Rob Nadolski, Hans Hummel, Henk Van den Brink, Ruud Hoefakker, Aad Slootmaker, Hub Kurvers, Jeroen Storm

    Research output: Contribution to journalArticleAcademicpeer-review

    303 Downloads (Pure)

    Abstract

    Societal changes demand education to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and smack their chops when looking at the booming industry for leisure games. However, current toolkits for developing leisure games show severe shortcomings for the development of efficient and effective serious games. Furthermore, developing serious games asks for a specific approach which differs from the approach used in developing leisure games. EMERGO provides a methodology and generic toolkit for developing and delivering serious games aimed at the acquisition of complex cognitive skills in higher education. This article describes the EMERGO methodology and toolkit and preliminary evaluation results with case developers using EMERGO methodology and toolkit as well as learners using EMERGO cases.
    Original languageEnglish
    Pages (from-to)338-352
    Number of pages15
    JournalSimulations & Gaming
    Volume39
    Issue number3
    DOIs
    Publication statusPublished - Sept 2008

    Keywords

    • higher education
    • methodology
    • multimedia practicals
    • toolkit
    • serious games

    Fingerprint

    Dive into the research topics of 'EMERGO: A methodology and toolkit for efficient development of serious games in higher education'. Together they form a unique fingerprint.

    Cite this