Abstract
Educational Computer games are becoming more and more popular succeeding to expand their target groups during the last few decades. Nowadays training games are not designed only for youth in attempt to present in a more attractive way the traditional educational content. Now their focus is oriented in almost every field of education, including different forms of education for adults. Direct result from the expansion of the training games and their positive effects is the gamification as a concept, which trying to explore, expand and gain new areas for games. The major objective of the current paper is to develop working and appropriate indicators that help and facilitate the evaluation on the effectiveness of the educational process provided trough training games. Presented indicators could be easily implemented in practice of different institutions working in the field of education and training, but also be useful for assessment of different corporate trainings based on the training games. This article presents the identified indicators for evaluation the effectiveness of trainings trough Educational games in order to support both practitioners and scholars to their efforts to improve the effectiveness of trainings trough very popular educational games.
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