comparative study to develop a tool for the quality assessment of serious games intended to be used in education

Clicks: 191
ID: 179825
2014
Article Quality & Performance Metrics
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Combines engagement data with AI-assessed academic quality
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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.
Reference Key
borji2014internationalcomparative Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors ;Yassine El Borji;Mohamed Khaldi
Journal cuadernos de herpetología
Year 2014
DOI
10.3991/ijet.v9i9.4150
URL
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