Serious gaming and school




















Current Special Offers. No Current Special Offers. Abstract The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games such as battleship, master mind and domino were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities.

The results of the field experiment showed that: 1 there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2 motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects.

Final considerations are drawn about the potential and the opportunity of adopting the considered games to support those reasoning skills that are widely recognized as transversal to any kind of learning and thus deeply affecting overall school performance. Article Preview. Open Access Articles. Volume 4 Issues : 1 Released, 3 Forthcoming. Volume 4 Issues Volume 9: 4 Issues Volume 8: 4 Issues There was evidence of a moderate-to-large magnitude of effect from five studies evaluating individually delivered interventions for objectively measured knowledge compared with traditional learning.

There was also evidence of a small-to-large magnitude of effect from 10 studies for improved skills compared with traditional learning. Two and four studies suggested equivalence between interventions and controls for knowledge and skills, respectively. Evidence suggested that serious gaming was at least as effective as other digital education modalities for these outcomes.

Evidence was of low or very low quality for all outcomes. Quality of evidence was downgraded due to the imprecision, inconsistency, and limitations of the study.

The survey involved participants from two universities with various fields of study engineering, social, and art and two high schools that focused on the vocational education. The results give a significant insight that UNIV education level would be more suitable than HS group for implementation of game for training purpose.

The UNIV group had more interest than another one that the games could be used for training besides just for relaxing and leisure. This is a preview of subscription content, access via your institution. Rent this article via DeepDyve.

Boeker, M. Szolnoki, ed. PloS One, 8 12 , e—e Article Google Scholar. Bourgonjon, J. Caird-Daley, A. Training decision making using serious games. Accessed 18 Dec Chittaro, L.

Serious games for emergency preparedness: Evaluation of an interactive vs. Computers in Human Behavior, 50 C , — Cohen, D. Emergency preparedness in the twenty-first century: Training and preparation modules in virtual environments.

Resuscitation, 84 1 , 78— Corti, K. Games based Learning; A serious business application. Accessed 14 June Cunningham, S. Accessed 25 May Donovan, L. Pedagogical lead: the use of serious game in corporate sector. In: State of The Art Report. Accessed 15 Nov Fulmer, T. Giammarco, E. Video game preferences and their relation to career interests. Personality and Individual Differences, 73 C , 98— Graafland, M.



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