Abstract

Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit into a world they know and in which they feel comfortable. But the real issue is that they have not been exploited to their full potential in order to ensure efficient use in education.
 This work tries to meet this issue. It is interested in contributing to the knowledge of serious games as well as to promote their use in educational field. Based on the metadata schema «SG-LOM» to formally describe serious games and other comparative study, we suggest examining pedagogical, Playful and Technical criteria to conduct this study which aims to develop an assessment and analysis grid of the quality of serious games intended to be used in educational field.

Highlights

  • In recent years serious games are playing an increasingly important role in the educational sphere, they have reached a certain maturity to become a possible alternative to traditional methods of learning [2]

  • Based on the metadata schema «SG-LOM» to formally describe serious games and other comparative study, we suggest examining pedagogical, Playful and Technical criteria to conduct this study which aims to develop an assessment and analysis grid of the quality of serious games intended to be used in educational field

  • We try to meet this need for innovation and motivation through the adoption of serious games in education since we know the vocation of a serious game to make learning attractive by introducing scenarios and playful interactions young people today are familiar with new technologies and virtual worlds, a habit that allow these young people to be immediately in the heart of the matter since they have most often a video game culture as well as the keys to the gameplay culture which facilitates the transmission of the main educational messages.[1]

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Summary

Introduction

In recent years serious games are playing an increasingly important role in the educational sphere, they have reached a certain maturity to become a possible alternative to traditional methods of learning [2]. It would be unrealistic to assume that serious games can provide an immediate and perfect solution to the current problems of innovation and student interest, there are many advocates of the contribution and potential of serious games as the role they could play in formal education. We propose to make a contribution in this area based on different evaluation studies and classification of serious games as well as the metadata schema "SG-LOM"[1] which provide an explicit metadata with new specific fields for serious games by developing an assessment and analysis grid of the quality of serious games intended to be used in education field which allows us to identify the added value of every serious game by highlighting the balance between learning and playful aspects without ignoring their technical side. The purpose of this grid is to contribute to the knowledge of serious games to promote their use in education

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