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dc.contributor.authorSerrano-Laguna, Angel-
dc.contributor.authorManero, Borja-
dc.contributor.authorFreire, Manuel-
dc.contributor.authorFernandez-Manjon, Baltasar-
dc.date.accessioned2017-02-26T08:33:54Z-
dc.date.available2017-02-26T08:33:54Z-
dc.date.issued2017-02-
dc.identifier.citationÁngel Serrano-Laguna, Borja Manero, Manuel Freire, Baltasar Fernández-Manjón (2017): A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes. Multimedia Tools and Applications (in press), pp 1-23en_US
dc.identifier.otherDOI 10.1007/s11042-017-4467-6-
dc.identifier.otherhttp://link.springer.com/article/10.1007/s11042-017-4467-6-
dc.identifier.urihttp://hdl.handle.net/1820/7499-
dc.description.abstractAlthough serious games are proven educational tools in many educational domains, they lack reliable, automated and repeatable methodologies to measure their effectiveness: what do players know after playing a serious game? Did they learn with it? Literature research shows that the vast majority of serious games are assessed through questionnaires, which strikes a stark contrast with current trends in the video game industry. Commercial videogames have been learning from their players through Game Analytics for years, using non-disruptive game tracking. In this paper, we propose a methodology to assess serious games effectiveness using non-disruptive in-game tracking. The methodology proposes a design pattern that structures the delivery of educational goals within the game. This structure also allows inferring learning outcomes for each individual player, which, when aggregated, would determine the effectiveness of the serious game. We have tested this methodology with a serious game that was played by 320 students. The proposed methodology allowed us to infer players’ learning outcomes and assess game effectiveness and to spot issues in the game design.en_US
dc.description.sponsorshipThis study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.en_US
dc.publisherSpringeren_US
dc.relationinfo:eu-repo/grantAgreement/EC/H2020/644187/EU/Realising an Applied Gaming Eco-system/RAGEen_US
dc.rightsopenAccessen_US
dc.subjectserious gamesen_US
dc.subjectlearning analyticsen_US
dc.subjectgame designen_US
dc.subjectlearning outcomes analysisen_US
dc.subjecteducational gamesen_US
dc.titleA methodology to assess the effectiveness of serious games and infer player learning outcomesen_US
dc.title.alternativeFinal draften_US
dc.typearticleen_US
Appears in Collections:1. RAGE Publications

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