Evaluating Six Iranian Serious Ggames Qquality

Document Type : Research Paper

Authors

1 department of education, faculty of humanities, Bu Ali Sina university

2 Associate Professor of Curriculum Studies, Department of Eeducation, Bu – Ali Sina University (Corresponding Author).

Abstract

In the last two decades with quantitative growth of "Serious Games", their quality also have been considered by researchers, designers, audiences, teachers and administrators. The quality of these games in addition to storytelling, graphics and technology depend on applying educational principles so that the games can lead the gamers to obtain educational goals while preparing a fun and motivational environment. The aim of this study is determination of quality evaluation "serious game" indicators based on constructive learning principles and evaluating six selected game with this indicator. In order to determine the "serious game" quality evaluation indicators, 30 educational game experts participated in check list completion and signed 29 items around four factors including interaction, problem solving, active learning and discovery. Six popular games were selected and analyzed by six educational technology experts and six ICT experts. The results show that in these games, the average of 136 interactions, 139 problem solving, 89 active learning and 82 discovery situations have been provided. Also Shannon entropy indicated that discovery indicator with .0999 information bar and 0.572 importance coefficient has the most emphasized and active learning indicator with 1 information weight and 0/087 importance coefficient has less emphasized. 

Keywords


منابع و مأخذ
 
جواهری­، جواد و محمد واعظی­نژاد (1394). «آسیب­شناسی وضعیت بازی­های رایانه­ای در ایران با رویکرد سیستمی»، فصلنامه راهبرد فرهنگ، شماره 30، 137- 113. 
سرمد، زهره و الهه حجازی و عباس بازرگان (1380).  روش­های تحقیق در علوم رفتاری، تهران: انتشارات سپهر.
تسنیم (1397). «بازی­های رایانه­ای در ایران». مصاحبه با مدیر بنیاد بازی­های رایانه­ای ایران. ششم شهریور ماه 1397.  
 
Akilli, G. K. (2014). “Games and simulations: A new approach in education?.” In Gamification for Human Factors Integration: Social, Education, and Psychological Issues (pp. 272-289). IGI Global.
Bellotti, F., Ott, M., Arnab, S., Berta, R., de Freitas, S., Kiili, K., & De Gloria, A. (2011, October). “Designing serious games for education: from pedagogical principles to game mechanisms”. In Proceedings of the 5th European Conference on Games Based Learning. University of Athens, Greece (pp. 26-34).
Caponetto, I., Earp, J., & Ott, M. (2014, October). “Gamification and education: A literature review”. In European Conference on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Callaghan, M. N., & Reich, S. M. (2018). “Are educational preschool apps designed to teach? An analysis of the app market”. Learning, Media and Technology, 43(3), 280-293.
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). “Digital games, design, and learning: A systematic review and meta-analysis”. Review of educational research86(1), 79-122.
Charsky, D. (2010). “From edutainment to serious games: A change in the use of game characteristics” . Games and culture5(2), 177-198.
Denham, A. R., & Guyotte, K. W. (2018). “Cultivating critical game makers in digital game-based learning: learning from the arts”. Learning, Media and Technology43(1), 31-41.
Emmerich, K., & Bockholt, M. (2016). “Serious games evaluation: processes, models, and concepts”. In Entertainment Computing and Serious Games (pp. 265-283). Springer, Cham.
Franzwa, C., Tang, Y., Johnson, A., & Bielefeldt, T. (2014). “Balancing fun and learning in a serious game design”. International Journal of Game-Based Learning (IJGBL)4(4), 37-57.
Gros, B. (2007). “Digital games in education: The design of games-based learning environments”. Journal of research on technology in education, 40(1), 23-38.
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). “A systematic literature review of games-based learning empirical evidence in primary education”. Computers & Education102, 202-223.
Jackson, D. (2017). “Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks?”. International Journal of Game-Based Learning (IJGBL), 7(3), 38-50.
Jong, M. S., Shang, J., Lee, F. L., & Lee, J. H. (2010). “VISOLE: a constructivist pedagogical approach to game-based learning”. In Collective intelligence and e-learning 2.0: Implications of web-based communities and networking (pp. 185-206). IGI Global.
Hung, W. (2015). “Problem-based learning: Conception, practice, and future”. In Authentic problem solving and learning in the 21st century (pp. 75-92). Springer, Singapore.
Lui, R. W., & Au, C. H. (2018). “Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization”. International Journal of Game-Based Learning (IJGBL), 8(1), 52-73.
Malaquias, R. F., Malaquias, F. F., & Hwang, Y. (2018). “Understanding technology acceptance features in learning through a serious game”. Computers in Human Behavior, 87, 395-402.
Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Ruijven, T., ... & Wenzler, I. (2014). “The research and evaluation of serious games: Toward a comprehensive methodology”. British Journal of Educational Technology, 45(3), 502-527. doi:10.1111/bjet.12067.
Melissa N. Callaghan & Stephanie M. Reich (2018). “Are educational preschool apps designed to teach? An analysis of the app market”. Learning, Media and Technology, 43:3, 280-293, DOI: 10.1080/17439884.2018.1498355.
Obikwelu, C., J. Read, and G. Sim. (2012). “The Scaffolding Mechanism in Serious Games.” Fun and Game 9, 4–6.
 Olsen, T., Procci, K. & Bowers, C. (2011). “Serious games usability testing: how to ensure proper usability,playability, and effectiveness”. (A. Marcus, Ed.) Design User Experience and Usability Theory Methods Tools andPracticeProceedings First International Conference DUXU 2011 Held as Part of HCI International2011, 6770, 625–634.
Orland, B., Ram, N., Lang, D., Houser, K., Kling, N., & Coccia, M. (2014). “Saving energy in an office environment: A serious game intervention”. Energy and Buildings, 74, 43-52.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). “Foundations of game-based learning”. Educational Psychologist50(4), 258-283.
Qian, M., & Clark, K. R. (2016). “Game-based Learning and 21st century skills: A review of recent research”. Computers in Human Behavior63, 50-58.
Ratan., R. A., & Ritterfeld, U. (2009). “Classifying serious games”. In Serious games (pp. 32-46). Routledge.
Ravyse, W. S., Blignaut, A. S., Leendertz, V., & Woolner, A. (2017). “Success factors for serious games to enhance learning: a systematic review”. Virtual Reality21(1), 31-58.
Rosyid, H. A., Palmerlee, M., & Chen, K. (2018). “Deploying learning materials to game content for serious education game development: A case study”. Entertainment computing26, 1-9.
Shwu-Huey Wang &Hsiu-Yuan Wang (2017). “Using an epistemic game to facilitate students’ problem-solving: the case of hospitality management”.  Technology, Pedagogy and Education, 26:3, 283-30.
Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). “Enhancing student learning experience with technology-mediated gamification: An empirical study”. Computers & Education121, 1-17.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). “A meta-analysis of the cognitive and motivational effects of serious games”. Journal of educational psychology. 105(2), 249.
Whittington, J. L. (2010). “Serious games: How instructional design and game experts design multimodal learning environments” (Doctoral dissertation, Capella University).
Wilkinson, P. (2016). “A brief history of serious games”. In Entertainment computing and serious games (pp. 17-41). Springer, Cham.