Assessment in and of Serious Games: An Overview
There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established princip...
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Language: | English |
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Wiley
2013-01-01
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Series: | Advances in Human-Computer Interaction |
Online Access: | http://dx.doi.org/10.1155/2013/136864 |
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author | Francesco Bellotti Bill Kapralos Kiju Lee Pablo Moreno-Ger Riccardo Berta |
author_facet | Francesco Bellotti Bill Kapralos Kiju Lee Pablo Moreno-Ger Riccardo Berta |
author_sort | Francesco Bellotti |
collection | DOAJ |
description | There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player’s activity and better integration of assessment in games. |
format | Article |
id | doaj-art-3038f2d7d0884a05b36a6554246c437a |
institution | Kabale University |
issn | 1687-5893 1687-5907 |
language | English |
publishDate | 2013-01-01 |
publisher | Wiley |
record_format | Article |
series | Advances in Human-Computer Interaction |
spelling | doaj-art-3038f2d7d0884a05b36a6554246c437a2025-02-03T01:03:38ZengWileyAdvances in Human-Computer Interaction1687-58931687-59072013-01-01201310.1155/2013/136864136864Assessment in and of Serious Games: An OverviewFrancesco Bellotti0Bill Kapralos1Kiju Lee2Pablo Moreno-Ger3Riccardo Berta4Department of Naval, Electric, Electronic and Telecommunications Engineering, University of Genoa, Via all’Opera Pia 11/a, 16145 Genoa, ItalyFaculty of Business and Information Technology, University of Ontario Institute of Technology, 2000 Simcoe Street North, Oshawa, L1H 7K4, CanadaDepartment of Mechanical and Aerospace Engineering, Case Western Reserve University, 10900 Euclid Avenue, Cleveland, OH 44106, USAFaculty of Computer Science, Universidad Complutense de Madrid, Ciudad Universitaria, 28040 Madrid, SpainDepartment of Naval, Electric, Electronic and Telecommunications Engineering, University of Genoa, Via all’Opera Pia 11/a, 16145 Genoa, ItalyThere is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player’s activity and better integration of assessment in games.http://dx.doi.org/10.1155/2013/136864 |
spellingShingle | Francesco Bellotti Bill Kapralos Kiju Lee Pablo Moreno-Ger Riccardo Berta Assessment in and of Serious Games: An Overview Advances in Human-Computer Interaction |
title | Assessment in and of Serious Games: An Overview |
title_full | Assessment in and of Serious Games: An Overview |
title_fullStr | Assessment in and of Serious Games: An Overview |
title_full_unstemmed | Assessment in and of Serious Games: An Overview |
title_short | Assessment in and of Serious Games: An Overview |
title_sort | assessment in and of serious games an overview |
url | http://dx.doi.org/10.1155/2013/136864 |
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