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480 documents·172 writers

Documents

Cover of A Linear Programming Methodology for Evaluating Game Attributes in Serious Games
Whitepaper16 pages

A Linear Programming Methodology for Evaluating Game Attributes in Serious Games

Serious games often lack standardized, objective evaluation frameworks, leading to subjective assessments of design effectiveness.

  • A new linear programming methodology provides a quantitative framework to objectively evaluate serious game attributes like immersion, feedback, challenge, and autonomy.
  • The framework was validated using survey data from 255 participants to minimize discrepancies between individual attribute ratings and overall user evaluations.
  • Users exhibit cognitive bias by disproportionately prioritizing knowledge improvement and concentration while neglecting other essential design components.
Serious Games SocietyNov 2024
Cover of From Product to Process Data: Game Mechanics for Science Learning
Whitepaper27 pages

From Product to Process Data: Game Mechanics for Science Learning

Game-based learning environments often conflate successful game completion with actual knowledge acquisition, yet empirical evidence suggests these outcomes are driven by distinct behavioral patterns.

  • Game completion is not a reliable proxy for pedagogical success, as empirical data from 137 high school students shows that successful game completion and actual knowledge acquisition are driven by distinct behavioral patterns.
  • Frequent engagement with learning mechanics, such as static information and instructional aids, significantly increases the likelihood of game completion.
  • Over-reliance on assessment mechanics frequently correlates with diminished learning gains and a tendency for students to 'game the system' rather than internalize scientific reasoning.
International Journal of Serious GamesNov 2024
Cover of Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language
Whitepaper20 pages

Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language

Serious games serve as a potent pedagogical intervention for improving written proficiency in foreign language acquisition.

  • Students using the Motiv-Prodect gamified platform consistently outperformed peers in traditional classrooms, achieving higher quiz scores and demonstrating superior textual coherence and situational appropriateness in written French.
  • Gamified learning environments effectively reduce student anxiety related to writing tasks while fostering the intrinsic motivation required for autonomous skill development.
  • A study of 35 Algerian middle school students confirms that integrating game mechanics directly correlates with enhanced critical thinking and linguistic output.
Serious Games SocietyNov 2024
Cover of Serious Games in Science and Mathematics Education: A Scoping Umbrella Review
Whitepaper18 pages

Serious Games in Science and Mathematics Education: A Scoping Umbrella Review

Serious games serve as a significant pedagogical tool for enhancing science and mathematics education, primarily by fostering student motivation, engagement, and cognitive development.

  • Serious games significantly enhance science and mathematics education by boosting student motivation, engagement, and academic self-confidence, based on a synthesis of 16 systematic reviews and 535 primary studies.
  • The effectiveness of serious games is highly variable, as poor design or implementation can trigger negative outcomes such as student anxiety, demotivation, and feelings of failure.
  • Successful integration requires high teacher proficiency and game literacy to ensure educational objectives remain the priority over the gaming experience.
Serious Games SocietyNov 2024
Cover of Traditional Quizzing with a Twist: Involving University Students in the Development Process
Whitepaper4 pages

Traditional Quizzing with a Twist: Involving University Students in the Development Process

This pilot study by Haave, Slyman, and Vold, based at Inland Norway University of Applied Sciences and Roehampton University, examines how a low-tech, paper-based quiz developed by university students can support games-based learning in a research methods course.

  • Analogue, paper-based quizzes written by students offer a way to keep games-based learning engaging while complying with GDPR, after several Norwegian universities withdrew licences for platforms like Kahoot! because their servers sat outside Norwegian jurisdiction.
  • The authors frame the approach as linking student co-creation, low-technology design, and data-protection compliance within a single pedagogical model for games-based learning.
  • The evidence is a small, exploratory qualitative pilot based on informal group interviews with students in a single research methods course at one institution, so the authors describe its conclusions as preliminary.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects
Whitepaper8 pages

Virtual Simulation Games in Entrepreneurship Education: Status Quo and Prospects

Virtual simulation games, which use extended reality technologies such as virtual, augmented, and mixed reality to recreate business scenarios in risk-free settings, are examined in this paper as tools for entrepreneurship education in higher education.

  • Virtual simulation games use extended reality (VR, AR, mixed reality) to recreate business scenarios in risk-free settings, and the paper argues they complement classroom entrepreneurship instruction by building decision-making, teamwork, risk management, and self-efficacy.
  • The evidence on effectiveness is mixed: several studies link simulation-based learning to better engagement, self-efficacy, and collaboration, but others find no significant effect on entrepreneurial intentions, and digital games show limited influence on teamwork skills.
  • A mobile business simulation study found improved attitudes and self-efficacy without any change in entrepreneurial intentions, underscoring that skill-related gains do not automatically translate into stated career intent.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Serious Games for Education and Training in the Humanitarian Sector: State of the Art
Whitepaper8 pages

Serious Games for Education and Training in the Humanitarian Sector: State of the Art

This study by Mukherjee and Guardiola surveys the state of serious games for education and training in the humanitarian sector, a field where adoption has lagged despite the demonstrated value of game-based learning in other domains.

  • Of 89 non-commercial serious games on humanitarian topics released between 1990 and 2023, 49 targeted awareness, 9 classroom education, and 31 professional training of humanitarian workers, policymakers, and stakeholders.
  • Accessibility is a serious problem: 11 of the 31 professional training games are no longer available and 10 require direct contact with developers or a workshop to access, unlike commercial titles on related themes, which remained almost entirely accessible via archives, resellers, or abandonware sites.
  • Analog, multiplayer games dominated professional training, while digital titles were mostly single-player and used largely for awareness and education.
Cologne Game LabOct 2024
Cover of The Impact of Language and Social Communication on the Sense of Belonging among International Students Using ScLINGO Application
Whitepaper12 pages

The Impact of Language and Social Communication on the Sense of Belonging among International Students Using ScLINGO Application

This study examines whether ScLINGO, a web-based gamified language-learning tool, can strengthen language skills, social communication, and sense of belonging among international students at the University of Liverpool, with particular attention to future health professionals.

  • ScLINGO is a gamified, bingo-style language tool blending professional mental health terminology (CLINGO) with Liverpool Scouse dialect (SLINGO), designed to strengthen language skills, social communication, and belonging among international students at the University of Liverpool.
  • International students make up roughly 20 percent of the UK student population (679,970 overseas students in 2021/22), and they often face acculturative stress, isolation, and communication barriers that motivate the study.
  • The tool is still in development and pilot stages; a pilot with twelve first-year MSc mental health nursing students reported gains in language confidence, social connectedness, and clinical communication, but these findings are preliminary and based on small-scale qualitative evidence.
University of LiverpoolOct 2024
Cover of Game Designers’ Experiences with Educational Game Design Elements: From Practice to Conception
Whitepaper10 pages

Game Designers’ Experiences with Educational Game Design Elements: From Practice to Conception

This study examines how game designers in Australia apply educational game design elements in actual practice, rather than relying solely on theoretical frameworks.

  • Interviews with 17 Australian game designers (5–15 years' experience) found that most did not substantially change their processes when working on educational projects, with only a small number adapting their approach.
  • Two designers stood out: one used a bottom-up design approach, and another structured gameplay around verbs drawn from the curriculum.
  • Designers emphasised that educational games need explicit, carefully refined rules, a balance between seriousness and engagement, graduated difficulty, and memorable experiences that support learning.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Comparison of Two Different Game Mechanics Applied to Learning of Electromagnetism: Slovakia
Whitepaper8 pages

Comparison of Two Different Game Mechanics Applied to Learning of Electromagnetism: Slovakia

This paper compares two educational escape games designed to teach magnetism and electromagnetism to upper secondary students in Slovakia, with the goal of reinforcing physics content while building communication, teamwork, problem-solving, experimental, and analytical skills.

  • Two escape games teaching electromagnetism to Slovak upper secondary students were compared: a distributed 15-stand tournament across a school building and a non-digital puzzle sequence inside a locked chest, both designed to a 45-minute lesson format.
  • Students rated both games as challenging yet achievable, with the physics content judged the most demanding element, across a first phase of 55 students and a second phase of 142 students at three schools in Bratislava.
  • Teamwork was consistently seen as a strength, but group composition was critical: weaker teams sometimes became discouraged or gave up.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Limes (the Roman Frontier): Developing a Video Game for History Learning
Whitepaper9 pages

Limes (the Roman Frontier): Developing a Video Game for History Learning

The paper presents the design and development of Limes, a 2D top-down educational video game built in Unity with pixel art graphics, intended for use in 5th and 6th grade German secondary school history classes.

  • Limes is a 2D top-down educational game built in Unity with pixel art, designed for 5th and 6th grade German secondary school history classes and aligned with curricular objectives so it can be integrated into classroom teaching.
  • The game is set in third-century AD southwestern Germany and follows an Alemanni child who befriends a Roman centurion, Ariovist, amid rising tensions between the two groups, targeting goals such as motivation, Roman-Germanic relations, historical empathy, critical thinking, and intercultural outcomes.
  • Gameplay spans five levels, each with a mandatory main mission and an optional secondary mission featuring stealth, combat, puzzles, and horse racing, plus a performance-based star rating.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of Impact of LEGO® Based Therapy on Skills Development and Quality of Life in People with Neurodevelopmental Disorders
Whitepaper7 pages

Impact of LEGO® Based Therapy on Skills Development and Quality of Life in People with Neurodevelopmental Disorders

This thesis evaluates whether LEGO® Based Therapy, a structured social-skills intervention that uses collaborative LEGO® construction, can benefit people with neurodevelopmental disorders beyond autism, and whether it improves quality of life for beneficiaries and their families.

  • LEGO® Based Therapy was evaluated in France on 108 analysed participants aged roughly 5 to 88 with diverse neurodevelopmental and other diagnoses, after 317 learners were trained to deliver it to 76 practitioners' service users between February 2022 and June 2024.
  • Individual sessions appeared more effective for children aged 5 to 7 in language and vocabulary and for young adults aged 18 to 25, while group sessions seemed more beneficial for most other age groups.
  • Participants with ADHD showed notable gains across several domains, whereas participants with schizophrenia showed the least change, likely because their baseline scores were already high, suggesting the evaluation grid may not suit that functioning level.
European Conference on Games Based Learning (ECGBL)Oct 2024

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