Abstract

This study aimed to identify factors for evaluating the quality of serious games (SG) based on constructivist learning principles. Adopting the Systematic Mixed Studies Review, four factors of problem- centeredness, interaction, activity-centeredness and discovery were identified along with 29 items. Then, in order to check the validity of this indices, six of the best- selling games in Iranian context among 7–12 year old children were evaluated by 35 6th grade boys through content analysis which revealed that 84.10% of the content of this games was designed and developed according to constructivist learning principles. Hence, SG designer and developer should provide users with opportunities for discovery, problem solving, interaction, giving feedback and creating knowledge through real- world problems.

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