What is Serious Games
Definition: A serious Game is a game designed for more than the purpose of entertainment. It is also used for purposes such as for industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics
- Authors: Galya Georgieva-Tsaneva
- Year: 4/2019
- Subjects: Education, ICT Information and Communications Technologies
- Title :"Serious Games and Innovative Technologies in Medical Education in Bulgaria"
- Level of Thesis: TEM Journal
- University:Institute of Robotics – Bulgarian Academy of Science, G. Bonchev Str.
- City: Sofia Bulgaria
- Location: Serbia
- Primary source:
- Research Questions/ things addressed: 1. Introduction, 2. Definition of Serious Game, 3. Creation and Development of Video Games, 4. Тhe Concepts of Serious Educational Games, 5. Serious Games for Medical Education, 6. Investigation of the Innovative Technologies in Medical Education in Bulgaria, 7. Results. Creating a Medical Educational Game and Studying the Students' Opinion about the Serious Games in Medical Education in Bulgaria, 8. Conclusion
- Conclusions: In this paper, serious educational games are shown. Nowadays, the SEG are entering the education system and should be properly integrated into the learning process. Definitions, concepts, and use of SEG in the education process are presented.The conducted survey shows a significant interest of the respondents (94.9%) towards the introduction of serious educational games in the training.
- Limitations/ Gaps and weaknesses: Was only done in one country and was only from year one to year four
- Strengths: could make it a piece of significance as there is possibly not as many items available on this topic.
- Significance: The Significance of this paper is that it Shows/ addresses the problems teachers have in educating students in the technological society of today's world.
- References References [1]. Esposito, N. (2005). A short and simple definition of what a videogame is. In Proceedings of DiGRA (Digital Games Research Association) conference: Changing views – Worldsin play(Vancouver, British Columbia, Canada, 16–20 June 2005) DiGRA’05, University of Vancouver, BC. [2]. Ritterfeld, U., Cody, M., Vorderer, P. (2009). Serious Games: Mechanisms and Effects. Routledge, London. [3]. Zyda, M. (2005).From visual simulation to virtual reality to games. Computer, sept 2005, IEEE Computer Society, 25-32. [4]. Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., ... & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate medical journal, 90(1070), 685-693. [5]. Oblinger, D., Oblinger, J. L., & Lippincott, J. K. (2005). Educating the net generation. Boulder, Colo.: EDUCAUSE, c2005. 1 v.(various pagings): illustrations[6]. Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6. [7]. Boctor, L. (2013). Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study. Nurse education in practice, 13(2), 96- 100. [8]. Kron, F. W., Gjerde, C. L., Sen, A., & Fetters, M. D. (2010). Medical student attitudes toward video games and related new media technologies in medical education. BMC medical education, 10(1), 50. [9]. Cowan, B., Sabri, H., Kapralos, B., Porte, M., Backstein, D., Cristancho, S., & Dubrowski, A. (2010). A serious game for total knee arthroplasty procedure, education and training. Journal of CyberTherapy & Rehabilitation (JCR), 3(3), 285-298. [10]. Bergeron, B. P. (2008). Learning & retention in adaptive serious games. Studies in health technology and informatics, 132, 26-30. [11]. Dunne, J. R., & McDonald, C. L. (2010). Pulse!!: a model for research and development of virtual-reality learning in military medical education and training. Military medicine, 175(suppl_7), 25-27. [12]. Chen, A. M., Kiersma, M. E., Yehle, K. S., & Plake, K. S. (2015). Impact of an aging simulation game on pharmacy students’ empathy for older adults. American journal of pharmaceutical education, 79(5), 65. [13]. Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PloS one, 8(12), e82328. [14]. van de Pol, M. H., Lagro, J., Fluit, L. R., Lagro‐Janssen, T. L., & Olde Rikkert, M. G. (2014). Teaching Geriatrics Using an Innovative, Individual‐Centered Educational Game: Students and Educators Win. A Proof‐of‐Concept Study. Journal of the American Geriatrics Society, 62(10), 1943-1949. [15]. Dankbaar, M. E., Alsma, J., Jansen, E. E., van Merrienboer, J. J., van Saase, J. L., & Schuit, S. C. (2016). An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Advances in Health Sciences Education, 21(3), 505-521. [16]. Evans, K. H., Daines, W., Tsui, J., Strehlow, M., Maggio, P., & Shieh, L. (2015). Septris: a novel, mobile, online, simulation game that improves sepsis recognition and management. Academic Medicine, 90(2), 180. [17]. Kanthan, R., & Senger, J. L. (2011). The impact of specially designed digital games-based learning in undergraduate pathology and medical education. Archives of pathology & laboratory medicine, 135(1), 135-142. [18]. Serbezova I.(2018). Optimize training in health care through video methods, Mediatech-Pleven (in Bulgarian). [19]. Serbezova I. (2013). Video films in the training of medical and healthcare professionals. Ruse University "Angel Kanchev" (in Bulgarian).
- Page Range: 1398-1403
- Language: English
- Page Count: 6
- Issue No: 4
Keywords: serious educational games; medical education; concepts of serious games;video materials;
- Authors: Wim Westera
- Year: Published: 14/01/2019
- Subjects:
- Title: "Why and How Serious Games can Become Far More Effective: Accommodating Productive learning Experiences, Learner Motivation and the monitoring of learning Gains"
- Level of Thesis
- University: Open University of the Netherlands
- City: ,Valkenburgerweg 177, 6419 AT Heerlen, The Netherlands
- Primary source
- Research Questions:
- The aim of this paper was to improve the design methods for serious games by in identifying and highlighting common misconceptions and providing a timeline in order to avoid them. These included
- The presumed conflict between learning and play
- Learning from experience as the basis of game based learning
- Issues with experience based learning
- Neglecting the ineffectiveness of minimal guidance approaches
- Issues with motivation (Determinants of motivation, Style elements, Gameplay Scenarios, Reward Systems, Extrinsive causes for intrinsic motivation
- Issues with progress monitoring (Assessment as by product, complexity of covert, dynamic assessment, Performance over learning process.
- Conclusions: From my reading of these two pieces i feel more informed on my theme topic of "serious games" both from the aspect of what is lacing from the serious game industry to the interest in implementing serious games into a type of training from the percentage taken from the page on the study made in Bulgaria.
- Their conclusion: Conclusion Research in instructional sciences has produced a huge body of evidence over the past 50 years. In serious game design, however, many established insights in teaching and learning seem to be neglected. This neglect may be partially explained by the ambition to contrast serious games with existing teaching approaches, by emphasizing their fun properties and excluding manifest references to school and classroom practices. Also, the high visual, acoustic and narrative qualities of entertainment games inevitably frame the expectations that learners and teachers may have and thereby urge serious game designers to focus on the gaming part at the expense of the teaching part. Still, the ambition to make learning more attractive and joyful should never go at the expense of learning effectiveness. Although many serious game designers would concur with the paramount importance of pedagogy, they are readily in default when it comes to activity, either by misconceptions or ignorance. This paper has identified a variety of weaknesses in serious game design, which needs further attention from the field. Main conclusion is that serious games can become more effective if the considerations about experience-based learning, motivation and assessment, respectively, would be taken into account. Based on our analysis we present the following guidelines. With regard to experience-based learning, serious game design should: explicitly base its design on advances and evidence in learning sciences research include instructions and explanations about conceptual background principles and theories, even if when these would require the interruption of play include adaptive scaffolding mechanisms and other forms of instructional guidance and learner support in the design. provide feedback on learning rather than feedback on performance include opportunities for reflection and metacognitive activity, even if when these would require the interruption of play. With regard to motivation serious game design should: avoid distracting presentation style elements because of the unwanted extraneous cognitive load they induce start with an assessment analysis that identifies relevant tasks and content to be covered by the game, and base the gameplay scenarios on the assessment analysis offer gameplay scenarios that allow for sufficient freedom of movement and player responsibilities to enhance the player´s sense of autonomy offer gameplay scenarios that pose cautiously balanced and just doable challenges for enhancing the player's sense of competence avoid external pressure, surveillance or time locks as to preserve the player's sense of relatedness. With regard to scoring and assessment serious game design should: include affordance-oriented incentives that directly support and enhance gameplay rather than outputoriented rewards use dynamic in-game scores that provide a reliable monitor of learning progress benefit from stealth assessment based on evidence-centred design, or similar, which allows for monitoring learning progress promote a learning attitude, which allows for failure, retrials, reflection and well-considered strategy development without time constraints or penalty scores. For practical reasons this paper only looked into potential issues in instructional support, motivation and the assessment of learning progress, respectively. Still, various other aspects of serious games pedagogy deserve similar analysis, for instance the transfer of the knowledge learned in games to a variety of different operational contexts, the role of reflection, self-regulation and other metacognitive capabilities in games, the design of scaffolding, feedback mechanisms, and personalisation, the role of affective and emotional elements for learning, and the integration of serious games in the wider curriculum context. On all these topics a vast body of research evidence is available, which only sparsely permeated the domain of serious game design. By putting more efforts in their pedagogical dimensions, serious games can become far more effective.
- Limitations/ Gaps and weaknesses
- Strengths: What I found most interesting about this piece was its conclusion as it highlighted how the learning and aspects in a serious game seem to be neglected in favor of the gaming part in ways such as the quality of acoustics and narrative._ this to me makes this source quite unique in this part as this issue is not as commonly addressed.
- Significance: Highlights aspects of Serious Games being neglected. such as acoustic and narrative quality etc.
Gale Document Number: GALE|A584496379
Acknowledgement:
This research was partially funded by the European Union’s Horizon 2020 research and innovation programme
under grant agreement No 644187, the RAGE project (www.rageproject.eu).
Westera, Wim. "Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains." Educational Technology & Society, vol. 22, no. 1, 2019, p. 59+. Gale Academic OneFile, Accessed 1 Apr. 2020.- Source citation
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- Authors: Michael, David R, and Chen, Sandra L,
- Year: 2005
- Title : Serious Games: Games That Educate, Train and Inform
- Level of Thesis
- Research Questions: this source in particular Covered techniques to make entertainment-oriented games richer and provide a deeper experience to the user/player
- Conclusions:I didn't find much here relating to serious games but it was an interesting read nonetheless.
- Limitations/ Gaps and weaknesses: overall I didn't find too much to read on this source, however I did find it interesting hearing from a independent software developer over 10 years in the field.
- Strengths: was written by a successful software developer with 10 years industry experience. I also like that it has more than one persons aspect from the industry as there is another author Sande Chen has been active in the gaming industry for over five years and was even a speaker at the 2005 game developers conference. This makes the source less biased as it is not just one persons aspect.
- Significance: It helped in gaining insight in from two people with over 5 years experience in the gaming industry
- References
@book{10.5555/1051239,
author = {Michael, David R. and Chen, Sandra L.},
title = {Serious Games: Games That Educate, Train, and Inform},
year = {2005},
isbn = {1592006221},
publisher = {Muska & Lipman/Premier-Trade}
}
Source 4:Serious Games: An Overview by Susi, Tajra and Johannesson, Mikaek and Backlund, perhttp://www.diva-portal.org/smash/get/diva2:2416/FULLTEXT01.pdf
- Authors: Tarja Susi (tarja.susi@his.se) Mikael Johannesson (mikael.johannesson@his.se) Per Backlund (per.backlund@his.se)
- Year: 2007
- Subjects: Serious Games and Related Concepts,
- Title Serious Games: An Overview by Susi Tajra and Johannesson, Mikaek and Backlund, per
- Level of Thesis
Place, publisher, year, edition, pages
Skövde: Institutionen för kommunikation och information , 2007. , p. 28
- Conclusions: The source piece discusses that not only that serious games are and how it may benefit a player in ways such as allowing players to experience certain situations in a more safe and risk free way as well as saving the player/ training any other ways in both timing and cost effectiveness.
- Limitations/ Gaps and weaknesses : Overall this was one of my favorite reads from my sources however, it was quite difficult to find an overall conclusion for this piece, however with the amount of info provided in the reading it was easy to determine that this piece was highlight the benefits and opportunities we have for the use of these types of games in our technological society now.
- Strengths: Gives great examples of areas of industry these games can be used in, as well as marking out benefits for using both serious games and games overall, from training to stress relief. One of its greatest strengths is that it highlights the names of specific games theat would benefit their fields which can be seen below
- Significance: I find this piece to be quite significant when I was searching for topics on serious game as it addresses the issue of how these type of games have not been unlisted to their full potential and even highlights the many areas this could benefit these include Military Games,Application areas such as the medical field , Corporate Games and even goes into the advantages of these games in the medical field. This source also gives some great advantages for both Serious games and games overall including the benefit of learning analytical and spatial skills, as well as be a great way to remove a persons frustration through the use of violent video games as a persons output for these frustrations.
- Location and school: School of Humanities and Informatics University of Skövde, Sweden
- References
Cite:@techreport{Susi2416,
author = {Susi, Tarja and Johannesson, Mikael and Backlund, Per},
institution = {University of Skövde, School of Humanities and Informatics},
pages = {28},
publisher = {Institutionen för kommunikation och information},
title = {Serious Games : An Overview},
series = {IKI Technical Reports},
number = {HS-IKI-TR-07-001},
abstract = {This report discusses some issues concerning serious games, that is, (digital) games used for purposes other than mere entertainment. The starting point is the serious games concept itself, and what the actually means. Further, serious games allow learners to experience situations that are impossible in the real world for reasons of safety, cost, time, etc., but they are also claimed to have positive impacts on the players’ development of a number of different skills. Subsequently, some possible positive (and negative) impacts of serious games are discussed. Further, some of the markets such games are used in are considered here, including, military games, government games, educational games, corporate games, and healthcare games. This report also identifies some (mainly academic) actors in the North American and the European serious games market. This report is part of the DISTRICT (Developing Industrial Strategies Through Innovative Cluster and Technologies) project: Serious Games Cluster and Business Network (SER3VG), which is part of the Interreg IIIC Programme. },
year = {2007}
}
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Source 5: Why So Serious, on the relation of serious games and learning"https://hal.archives-ouvertes.fr/hal-00692052
- Authors: JOHANNES BREUER AND GARY BENTE
- Year: 2010
- Subjects: The benefits of serious games in education
- Title : Why So Serious, on the relation of serious games and learning
- Level of Thesis
- Conclusions: This source concluded many benefits for serious games in and eductional standpoint, as it highlights the many benefits and skills that can be learned through this was of teaching.
- Limitations/ Gaps and weaknesses
- Strengths: I found this interesting to read as it focused on things such as comparing other similar educational concepts such as elearning and education from an entertainment standpoint. To me this is what was appealing about this game as it focused on mainly the benefits of serious games from a educational standpoint.
- Significance: This source is significant in a way that it focuses on one field in which serious games would be benefited instead of focusing a small section on this field before moving to other fields such as military. This makes the piece on that field more informtive.
- References: C. C. Abt, Serious Games, 1975.
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My Overall Conclusion
From reading these sources I have noticed on theme that keeps popping up is that serous games have a lot of potential in many different sectors from training to education to even entertainment , however it also seems that a lot of these types of games are often neglected in style over substance where as things like audio, acoustics and narrative a thing that is apparently very common in the gaming industry as it has been covered by may game reviewer sites and pages. From what I have gathered from my sources there is a lot of potential for these types of games in many types of sectors in gaming form work, to education, to even leisure and I feel with more companies becoming attracted to these genre f games that there is limitless potential in the future.
Test Your Knowledge
- What is a serious game ?
- What Benefits do they have in the game industry
- What field do they benefit
- What is a serious game