Evaluation of Serious Games: A Holistic Approach

Christina Steiner, Paul Hollins, E. Kluijfhout, Mihai Dascalu, Dietrich Albert, W. Westera, Alexander Nussbaumer

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    Abstract

    Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the development of the serious game industry. The European project RAGE introduces a comprehensive and multi-perspective framework for serious game evaluation, which is presented in this paper.
    Original languageEnglish
    Title of host publicationICERI 2015 Proceedings
    Subtitle of host publication8th International Conference of Education, Research and Innovation Seville, Spain. 18-20 November, 2015.
    EditorsL. Gómez Chova, A. López Martínez, I. Candel Torres
    PublisherIATED Academy
    Pages4334-4342
    ISBN (Print)978-84-608-2657-6
    Publication statusPublished - 4 Oct 2015
    EventICERI2015: 8th annual International Conference of Education, Research and Innovation - Seville, Spain
    Duration: 16 Nov 201518 Nov 2015
    https://iated.org/iceri2015_website/mailingJUN2.html

    Publication series

    SeriesICERI Proceedings

    Conference

    ConferenceICERI2015
    Abbreviated titleICERI2015
    Country/TerritorySpain
    CitySeville
    Period16/11/1518/11/15
    Internet address

    Keywords

    • serious games
    • evaluation
    • empirical evidence
    • game development
    • learning effectiveness

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