An Experience of Serious Game as a Learning Tool
DOI:
https://doi.org/10.37467/gka-revedutech.v1.1094Keywords:
Serious Games, Learning, Simulation, Business GamesAbstract
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.
References
Abt, Clark. (1970). Serious Games . New York: Viking Press.
Albuquerque, Francisco. (2008). Desarrollo Económico Local + Empleo . Manual para promotores. Centro Internacional de Formación de la OIT, Turín, 2008:15.
De Miguel, Juan. (2012). Los Serious Games en la formación de los Recursos Humanos en las organizaciones. http://www.learningreview.com/articulos-y-entrevistas-juegos/3467-losserious-games-en-la-formacion-de-los-recursos-humanos-en-las-organizaciones (fecha acceso 10 de abril de 2013).
Garris, Rosemary, Ahlers, Robert & Driskell James, E. (2002). “Games, motivation and learning: A research and practice model”. Simulation & Gaming 33(4): 441-467. DOI: https://doi.org/10.1177/1046878102238607
Kearney, Paul & Pivec, Maja. (2007b). Immersed and how? That is the question. Games in Action. Gothenburg, Sweden.
Madoery, Oscar. (2001). Transformaciones globales, instituciones y políticas de desarrollo local. Homosapiens Ediciones, Rosario.
Pivec, Paul & Pivec, Maja. (2011). “Digital Games: Changing Education, One Raid at a time.” International Journal of Game-Based Learning. International Journal of Game-Based Learning 1(1): 1-18. DOI: https://doi.org/10.4018/ijgbl.2011010101
Reese, Debbie Denise. (2007). “First steps and beyond: Serious Games as preparation for future learning.” Journal of Educational Multimedia and Hypermedia 16(3): 283-300. Chesapeake, VA: AACE.
Wainess, Richard. (2007). “The potential of games & simulations for learning and assessment.” Conferencia presentada en 2007 CRESST Conference: The Future of Test-based Educational Accountability, Los Angeles, California, 23 enero de 2007.
Downloads
Published
How to Cite
Issue
Section
License
Those authors who publish in this journal accept the following terms:
- Authors will keep the moral right of the work and they will transfer the commercial rights.
- After 1 year from publication, the work shall thereafter be open access online on our website, but will retain copyright.
- In the event that the authors wish to assign an Creative Commons (CC) license, they may request it by writing to publishing@eagora.org