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International Journal of Serious Games
Digital Epistemic Games represent a pedagogical evolution in serious gaming, shifting the focus from static digital artifacts to the dynamic interaction between learners, educators, and complex, authentic professional contexts. The primary thesis posits that effective learning emerges not from the game software itself, but from the orchestration of multidisciplinary scenarios that mirror real-world professional challenges. By prioritizing the educational situation over the technology, this approach seeks to provide a more robust framework for immersive, play-based learning in academic environments.
To bridge the gap between theoretical design and classroom implementation, the JEN.lab project employs a Design-Based Research methodology. This iterative, participatory process involves close collaboration between researchers and teachers to develop practical tools, such as the ADDEGames authoring system and the JEN Model. These resources provide educators with a structured, six-phase framework to design, manage, and adapt complex learning scenarios. Through agile development and multiple rounds of user testing, the project ensures that these tools remain ergonomically sound and pedagogically aligned with the needs of both instructors and students.
The scope of this work encompasses the intersection of educational technology and instructional design, specifically targeting the creation of sophisticated, inquiry-based digital environments. By analyzing prototypes like Insectophagia and Rearth, the research establishes a scalable model for game-based learning that emphasizes usability and professional authenticity. Ultimately, the integration of these co-design processes and management tools empowers educators to move beyond traditional serious games, fostering a more flexible and effective environment for developing deep, epistemic understanding in learners.
International Journal of Serious Games · 2017