scholarly journals Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance

Water ◽  
2019 ◽  
Vol 11 (2) ◽  
pp. 245 ◽  
Author(s):  
Romina Rodela ◽  
Arend Ligtenberg ◽  
Roel Bosma

The use of serious games in the governance of natural resources and the environment is progressively increasing and includes games used for research and data collection, teaching and training, and fostering a change of practices. However, this diversity remains underexplored and underreported. In view of a growing interest in the use of serious games in natural resource and environmental governance, the absence of discussions about how differences in intended use and delivery influence the performance, assessment, and outcomes of games is problematic. Here we present an inventory, and a description, of such different uses then, by focusing on serious games used as interventions, we discuss when, and how, games could be used to generate learning and social learning. To that end we use a narrative review of selected literature, and insight from research on social learning, to develop an inventory of game use, and within that inventory we conceptualize the use of serious games as a social learning intervention. Also, by means of an illustrative case of a serious game (developed as part of the Assessing the Learning Effects of Games on Attitude of Stakeholders toward Sustainable Shrimp Farming – ALEGAMS research project) we reflect on a few key aspects of game use. We suggest that developing a serious game needs several iterations and, although the learning outcomes can be assessed, the impact of games aiming at changes in current practice and policy will likely fall beyond the timespan of usual project periods. This is something future research should consider as it has implications for the research design and methodology.

10.28945/4441 ◽  
2019 ◽  
Vol 18 ◽  
pp. 437-466 ◽  
Author(s):  
Emmanuel Fokides ◽  
Penelope Atsikpasi ◽  
Polyxeni Kaimara ◽  
Ioannis Deliyannis

Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in terms of their settings, samples, and learning sub-jects. Also, there is a lack of consensus regarding which factors have an im-pact on their effectiveness. The most significant problem seems to be the fact that most assessment tools examined just a few factors. Methodology: The initial model included eleven factors responsible for shaping the learning outcomes, belonging to four groups: (a) content, (b) technical features, (c) user state of mind, and (d) learning enabling features. All possible relationships between these factors and subjective learning effectiveness were examined. Data were collected using the Serious Games Evaluation Scale. The target group was 483 university students who played two serious games. The model was tested using covariance-based structural equation modeling. Contribution: The study offers the prototype of a rather complex model, accurately explaining the intricate relationships between the substantial number of factors that were measured and their impact on user views regarding the subjective learning effectiveness of serious games. Findings: The final model fit statistics were very good, and 58.4% of the variance in subjective learning effectiveness was explained. The factor with the most significant impact was enjoyment, followed by subjective narration quality and realism. Quite interestingly, motivation did not have any effect on subjective learning effectiveness, while subjective feedback quality was not included as a construct in the final model. Moreover, the subjective ease of use and audiovisual fidelity had a minimal impact on other factors. Finally, the model proved to be invariant across genders and across the serious games that were used. Recommendations for Practitioners: Serious game developers can use the model so as to decide on which factors to focus, depending on their needs. Educators and education policymakers can also benefit from the model’s use, together with scales evaluating the quality of educational software. By assessing technical and content features and by using the model as a blueprint, they can envisage how enjoyable and motivating a serious game might be, as well as how it is going to impact user views regarding its learning effectiveness. Recommendation for Researchers: Researchers can use the model in order to understand what shapes the learning experience of users when they play serious games. They can also use it for understanding the interactions between different the factors that come into play. Future Research: Several alternative models have to be tested so as to develop a much simpler one which, at the same time, will have the capacity to adequately explain what users think of serious games. Several different target groups and serious games have to be examined in order to establish that the model is indeed invariant across a wide range of serious games genres and users. Finally, an interesting idea is to examine the relationship between subjective and objective learning effectiveness.


Author(s):  
Grandon Gill

Aim/Purpose: Labeling a journal as “predatory” can do great damage to the journal and the individuals that have contributed to it. This paper considers whether the predatory classification has outlived its usefulness and what might replace it. Background: With the advent of open access publishing, the term “predatory” has increasingly been used to identify academic journals, conferences, and publishers whose practices are driven by profit or self-interest rather than the advancement of science. Absent clear standards for determining what is predatory and what is not, concerns have been raised about the misuse of the label. Methodology: Mixed methods: A brief review of the literature, some illustrative case studies, and conceptual analysis. Contribution: The paper provides recommendations for reducing the impact of illegitimate journals. Findings: Current predatory classifications are being assigned with little or no systematic research and virtually no accountability. The predatory/not predatory distinction does not accommodate alternative journal missions. Recommendations for Researchers: The distinction between legitimate and illegitimate journals requires consideration of each journal’s mission. To serve as a useful guide, a process akin to that used for accrediting institutions needs to be put in place. Impact on Society: Avoiding unnecessary damage to the careers of researchers starting out. Future Research: Refining the initial classification scheme proposed in the paper.


2021 ◽  
Author(s):  
Dominique Jaccard ◽  
Laurent Suppan ◽  
Félicia Bielser

BACKGROUND Multidisciplinary collaboration is essential to the successful development of serious games, albeit difficult to achieve. The co.LAB serious game design framework was created to support collaboration within serious game multidisciplinary design teams. Its use has not yet been validated in a naturalistic context. OBJECTIVE The objective of this study was to perform a first assessment of the impact of the co.LAB framework on collaboration within multidisciplinary teams during serious game design and development. METHODS This was a mixed-methods study based on two serious game design projects in which the co.LAB framework was used. The first phase was qualitative and carried out using a general inductive approach. To this end, all members of the first serious game project team who used the co.LAB framework were invited to take part in a focus group session (N=6). Results inferred from qualitative data were then used to define a quantitative instrument (questionnaire) which was designed according to the Checklist for Reporting Results of Internet E-Surveys. Members of both project teams (N=11) were then asked to answer the questionnaire. Quantitative results were reported as median [Q1;Q3] and appropriate non-parametric tests used to assess for between group differences. Finally, results gathered through the qualitative and quantitative phases were integrated. RESULTS In both phases, the participation rate was 100%. Verbatim transcripts were classified into 4 high level themes: influence on collaborative dimensions; impact on project course, monitoring and efficiency; qualitative perceptions of the framework; and influence of team composition on the use of the framework. Accordingly, the web-based questionnaire was then developed according to Burhardt's seven dimensions of collaboration. In both projects, the co.LAB framework had a positive impact on most dimensions of collaboration during the multidisciplinary design and development of serious games. When all collaborative dimensions were aggregated, the overall impact of the framework was rated on a scale from "-42" to "+42" (very negative to very positive). The overall score was 23 [20;27], with no significant difference between groups (P=.58). Most respondents also believed that all serious game design teams should include a member possessing a significant expertise in serious game design frameworks to guide the development process. CONCLUSIONS The co.LAB framework has a positive impact on collaboration within serious game development teams. However, expert guidance seems necessary to maximize development efficiency. Whether such guidance can be provided by means of a collaborative web platform remains to be determined.


Author(s):  
Olivia Mirza ◽  
Dane Wigg ◽  
Won Hee Kang ◽  
Sepani Senaratne ◽  
Vivian Tam ◽  
...  

The global demand for construction aggregate exceeds 26 billion tons per year. With global policy attention directed towards climate change, environmental and economic sustainability, changes are required to the Australian construction industry regarding the extraction of natural resources. In particular, the concrete industry requires seeking innovative, sustainable solutions for reducing the impact of construction and maintenance on the environment. The majority of structures in Australia use reinforced concrete. Therefore, using environmentally and economically sustainable materials such as recycled concrete in construction would preserve natural resources and reduce construction waste and overall costs. There is considerable research available on the use of recycled concrete as a construction material and the use of steel fibers as structural reinforcement has been studied since the 1960’s. However, there is very little research on the combination of the two as a construction material for concrete structures. This study focused on secondary beams made of recycled concrete with the incorporation of steel fibers. This combination offers a structurally sound material that will provide a durable and sustainable solution to Australian Construction Industry. Experimental studies were conducted to validate the performance of the new material in a structural application. Based on the results of the study, recommendations for future research and design applications using these materials are made.


2020 ◽  
pp. 1178-1198
Author(s):  
Sophie Callies ◽  
Mathieu Gravel ◽  
Eric Beaudry ◽  
Josianne Basque

This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the development of skills targeted in the game. The adaptation module uses this estimation to automatically plan an adapted sequence of in-game situations optimizing learning. We implemented our architecture in Game of Homes, a simulation serious game, which aims to train adults the basics of real estate. We built a scripted-based version of Game of Homes in order to compare the impact of scripted-based scenarios versus generated scenarios on learning progression. We qualitatively analyzed logs files of thirty-six adults who played Game of Homes for 90 minutes. The main results highlighted the specificity of the generated pedagogical scenarios for each learner and, more specifically, the optimization of the guidance provided and of the presentation of the learning content throughout the game.


Author(s):  
Daniel Schultheiss ◽  
Maike Helm

As the impact of media on society steadily increases, schools need to teach their students media skills. In this regard, the usage of computers is an inherent part of everyday school life. The recent integration of serious games and their future potential in Middle German general educational schools is the subject of this chapter. With the aid of interviews held with experts the usage and potential of serious games in Middle German schools are examined, and the barriers to integrate computers and serious games into lessons are discussed. Serious game usage has clear potential for development. Games are applied in different subjects and for different age groups, but not all teachers are aware of their existence. The interviewees disagree about factors hindering integration of computers and serious games in school. As a qualitative study, this chapter constitutes a basis for further research and enlarges knowledge about serious games in schools.


2018 ◽  
Vol 5 (2) ◽  
pp. 61-72 ◽  
Author(s):  
Ruth Endacott ◽  
Thomas Gale ◽  
Anita O’Connor ◽  
Samantha Dix

ObjectivesThe skill of the debriefer is known to be the strongest independent predictor of the quality of simulation encounters yet educators feel underprepared for this role. The aim of this review was to identify frameworks used for debriefing team-based simulations and measures used to assess debriefing quality.MethodsWe systematically searched PubMed, CINAHL, MedLine and Embase databases for simulation studies that evaluated a debriefing framework. Two reviewers evaluated study quality and retrieved information regarding study methods, debriefing framework, outcome measures and debriefing quality.ResultsA total of 676 papers published between January 2003 and December 2017 were identified using the search protocol. Following screening of abstracts, 37 full-text articles were assessed for eligibility, 26 studies met inclusion criteria for quality appraisal and 18 achieved a sufficiently high-quality score for inclusion in the evidence synthesis. A debriefing framework was used in all studies, mostly tailored to the study. Impact of the debrief was measured using satisfaction surveys (n=11) and/or participant performance (n=18). Three themes emerged from the data synthesis: selection and training of facilitators, debrief model and debrief assessment. There was little commonality across studies in terms of participants, experience of faculty and measures used.ConclusionsA range of debriefing frameworks were used in these studies. Some key aspects of debrief for team-based simulation, such as facilitator training, the inclusion of a reaction phase and the impact of learner characteristics on debrief outcomes, have no or limited evidence and provide opportunities for future research particularly with interprofessional groups.


2017 ◽  
Vol 30 (4) ◽  
pp. 762-776 ◽  
Author(s):  
Michela Arnaboldi ◽  
Cristiano Busco ◽  
Suresh Cuganesan

Purpose The purpose of this paper is to outline an agenda for researching the relationship between technology-enabled networks – such as social media and big data – and the accounting function. In doing so, it links the contents of an unfolding area research with the papers published in this special issue of Accounting, Auditing and Accountability Journal. Design/methodology/approach The paper surveys the existing literature, which is still in its infancy, and proposes ways in which to frame early and future research. The intention is not to offer a comprehensive review, but to stimulate and conversation. Findings The authors review several existing studies exploring technology-enabled networks and highlight some of the key aspects featuring social media and big data, before offering a classification of existing research efforts, as well as opportunities for future research. Three areas of investigation are identified: new performance indicators based on social media and big data; governance of social media and big data information resources; and, finally, social media and big data’s alteration of information and decision-making processes. Originality/value The authors are currently experiencing a technological revolution that will fundamentally change the way in which organisations, as well as individuals, operate. It is claimed that many knowledge-based jobs are being automated, as well as others transformed with, for example, data scientists ready to replace even the most qualified accountants. But, of course, similar claims have been made before and therefore, as academics, the authors are called upon to explore the impact of these technology-enabled networks further. This paper contributes by starting a debate and speculating on the possible research agendas ahead.


2019 ◽  
Author(s):  
Jun Wen Tan ◽  
Nabil Zary

BACKGROUND Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a result, electronic learning (e-learning) and medical simulation modules are sometimes mislabeled as serious games. We hypothesize that one of the main reasons is the difficulty for a medical educator to systematically and accurately evaluate key aspects of serious games. OBJECTIVE This study aimed to identify markers that can evaluate serious games and distinguish between serious games, entertainment games, and e-learning. METHODS Jabareen’s eight-phase framework-building procedure was used to identify the core markers of a serious game. The procedure was modified slightly to elicit “diagnostic criteria” as opposed to its original purpose of a conceptual framework. Following the identification of purported markers, the newly developed markers were tested on a series of freely available health care serious games—Dr. Game Surgeon Trouble, Staying Alive, and Touch Surgery—and the results were compared to the published test validity for each game. RESULTS Diagnostic criteria for serious games were created, comprising the clusters of User Experience (UX), Play, and Learning. Each cluster was formed from six base markers, a minimum of four of which were required for a cluster to be considered present. These criteria were tested on the three games, and Dr. Game Surgeon Trouble and Staying Alive fit the criteria to be considered a serious game. Touch Surgery did not meet the criteria, but fit the definition of an e-learning module. CONCLUSIONS The diagnostic criteria appear to accurately distinguish between serious games and mediums commonly misidentified as serious games, such as e-learning modules. However, the diagnostic criteria do not determine if a serious game will be efficacious; they only determine if it is a serious game. Future research should include a much larger sample of games designed specifically for health care purposes.


2021 ◽  
Vol 20 ◽  
pp. 160940692110521
Author(s):  
Alba Viana-Lora ◽  
Marta Gemma Nel-lo-Andreu

The article carries out a systematic literature review on the social impact of research in all fields of study. To this end, this study has compiled the publications on the subject using the Web of Science database, and the most relevant terms have been mapped using the VOSviewer tool. The aim of the article is to advance and provide knowledge on the key aspects to be taken into account for research to generate social benefits and to analyse the main methods and instruments used to assess the social impact of research. At the same time, this article serves as a point of reflection to raise awareness, on a recent topic, of the limitations that arise in evaluation and research gaps that can be addressed in future research. This line of research has been in existence for just over 10 years. International programmes, such as Horizon Europe, highlight the impact channels and, in the field of social sciences, specific methodologies such as communicative communication are being developed. To the best of our knowledge, this is the first study to analyse the subject from a global point of view, without specifying the field of study, providing a conceptual map of the subject.


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