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EVALUATION OF SERIOUS GAMES: A HOLISTIC APPROACH

by 1, 2, 3, 4, 1, 1, 3
  • 1 Graz University of Technology
  • 2 University of Bolton
  • 3 Open University of the Netherlands
  • 4 University Politehnica of Bucharest

Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the development of the serious game industry. The European project RAGE introduces a comprehensive and multi-perspective framework for serious game evaluation, which is presented in this paper.

serious games

evaluation

empirical evidence

game development

learning effectiveness

Date of Publication:
30 November -0001

Year of Publication:
2015

{
  • author = {Christina Steiner and Paul Hollins and Eric Kluijfhout3 and Mihai Dascalu and Alexander Nussbaumer and Dietrich Albert and Wim Westera},
  • title = {EVALUATION OF SERIOUS GAMES: A HOLISTIC APPROACH},
  • year = {2015},
  • date = {November 30, -0001},
}
Christina Steiner and Paul Hollins and Eric Kluijfhout3 and Mihai Dascalu and Alexander Nussbaumer and Dietrich Albert and Wim Westera 2015 EVALUATION OF SERIOUS GAMES: A HOLISTIC APPROACH November 30, -0001

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