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dc.contributor.authorMartínez García, Kim 
dc.contributor.authorMenéndez Menéndez, María Isabel 
dc.contributor.authorBustillo Iglesias, Andrés 
dc.date.accessioned2023-01-26T13:37:19Z
dc.date.available2023-01-26T13:37:19Z
dc.date.issued2022-11
dc.identifier.urihttp://hdl.handle.net/10259/7341
dc.description.abstractSerious games have to meet certain characteristics relating to gameplay and educational content to be effective as educational tools. There are some models that evaluate these aspects, but they usually lack a good balance between both ludic and learning requirements, and provide no guide for the design of new games. This study develops the Gaming Educational Balanced (GEB) Model which addresses these two limitations. GEB is based on the Mechanics, Dynamics and Aesthetics framework and the Four Pillars of Educational Games theory. This model defines a metric to evaluate serious games, which can also be followed to guide their subsequent development. This rubric is tested with three indie serious games developed using different genres to raise awareness of mental illnesses. This evaluation revealed two main issues: the three games returned good results for gameplay, but the application of educational content was deficient, due in all likelihood to the lack of expert educators participating in their development. A statistical and machine learning validation of the results is also performed to ensure that the GEB metric features are clearly explained and the players are able to evaluate them correctly. These results underline the usefulness of the new metric tool for identifying game design strengths and weaknesses. Future works will apply this metric to more serious games to further test its effectiveness and to guide the design of new serious games.en
dc.description.sponsorshipThis research was partially funded by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejería de Empleo of the Junta de Castilla y León (Spain) and the Ministry of Science, Innovation and Universities (FPU18/04688).en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherMDPIes
dc.relation.ispartofApplied sciences. 2022, V. 12, n.22, 11757es
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectSerious gamesen
dc.subjectGame evaluationen
dc.subjectGame desingen
dc.subjectMetricsen
dc.subject.otherSociologíaes
dc.subject.otherSociologyen
dc.subject.otherJuegoses
dc.subject.otherAmusementsen
dc.subject.otherInformáticaes
dc.subject.otherComputer scienceen
dc.titleA New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Modelen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.3390/app122211757es
dc.identifier.doi10.3390/app122211757
dc.relation.projectIDinfo:eu-repo/grantAgreement/Junta de Castilla y León//INVESTUN%2F21%2FBU%2F0002//Simulador inteligente en Realidad Virtual Inmersiva Colaborativa para la prevención de riesgos laborales por aplastamiento en industrias del metal o plástico/es
dc.relation.projectIDinfo:eu-repo/grantAgreement/MICIU/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/FPU18%2F04688/es
dc.identifier.essn2076-3417
dc.journal.titleApplied Sciencesen
dc.volume.number12es
dc.issue.number22es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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