Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a fram...
This chapter discusses educational aspects and possibilities of serious games. For researchers as we...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
This article describes the background, design, and practical application of the game-based evaluatio...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
Over the last 100 years, the learning process has changed from being repetitive to a new form of lea...
International audienceRecently, there has been growing interest in the use of Serious Games (SG), as...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
Despite the rapid emergence of game-based learning as a method for conveying educational content, co...
Looking at the historical synopsis of games, an antagonism between games and work is noticeable. How...
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills sh...
The use of games in education necessitates investigations on how to successfully transpose learning ...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
This presentation will address issues surrounding assessment in games. We are focused on the measure...
Abstract: There are various ways to assess students, but what differs is the validity of assessment ...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
This chapter discusses educational aspects and possibilities of serious games. For researchers as we...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
This article describes the background, design, and practical application of the game-based evaluatio...
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of ped...
Over the last 100 years, the learning process has changed from being repetitive to a new form of lea...
International audienceRecently, there has been growing interest in the use of Serious Games (SG), as...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
Despite the rapid emergence of game-based learning as a method for conveying educational content, co...
Looking at the historical synopsis of games, an antagonism between games and work is noticeable. How...
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills sh...
The use of games in education necessitates investigations on how to successfully transpose learning ...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
This presentation will address issues surrounding assessment in games. We are focused on the measure...
Abstract: There are various ways to assess students, but what differs is the validity of assessment ...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
This chapter discusses educational aspects and possibilities of serious games. For researchers as we...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
This article describes the background, design, and practical application of the game-based evaluatio...