Access the full text.
Sign up today, get DeepDyve free for 14 days.
Quincy Brown, Frank Lee, S. Alejandre (2009)
Emphasizing soft skills and team development in an educational digital game design course
Una Lee, S. Fisher (2015)
Serious hunger games: Increasing awareness about food security in Canada through digital games, 2
S. Thiagarajan, H. Stolovitch (1978)
Instructional simulation games
Pamela Stuckless, M. Hogan, B. Kapralos (2014)
Virtual Simulations and Serious Games in Community Health Nursing Education: A Review of the Literature
B. Bergeron (2006)
Developing serious games
M. Ma, L. Jain, P. Anderson (2014)
Virtual, Augmented Reality and Serious Games for Healthcare 1
H. Lane, M. Hays, Mark Core, Dave Gomboc, Eric Forbell, Milton Rosenberg (2008)
Coaching intercultural communication in a serious game
R. Lee, C. Kwan (1997)
The Use of Problem-Based Learning in Medical Education, 1
D. Schwartz (1999)
Toward the development of flexibly adaptive instructional design
Leonard Annetta, Marshall Murray, Shelby Laird, Stephanie Bohr, John Park (2006)
Serious Games: Incorporating Video Games in the Classroom.Educause Quarterly, 29
A. Chaffin, T. Barnes (2010)
Lessons from a course on serious games research and prototyping
(2010)
Learning onlineBDJ, 208
J. Gosen, John Washbush (2004)
A Review of Scholarship on Assessing Experiential Learning EffectivenessSimulation & Gaming, 35
Richard Eck (2006)
Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.Educational Review, 41
F. Williams-Bell, B. Kapralos, A. Hogue, B. Murphy, E. Weckman (2014)
Using Serious Games and Virtual Simulation for Training in the Fire Service: A ReviewFire Technology, 51
(2009)
End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish
B. Means, M. Bakia, Robert Murphy (2014)
Learning Online: What Research Tells Us About Whether, When and How
G. Madaus, M. Scriven, D. Stufflebeam (2000)
Evaluation Models: Viewpoints on Educational and Human Services Evaluation
Ereny Bassilious, Aaron DeChamplain, I. McCabe, Matthew Stephan, B. Kapralos, F. Mahmud, A. Dubrowski (2011)
Power defense: A video game for improving diabetes numeracy2011 IEEE International Games Innovation Conference (IGIC)
C. Ives (2010)
Instructional-Design Theories and Models, Volume III: Building a Common Knowledge Base (Book Review)J. Educ. Technol. Soc., 13
U. Ritterfeld, M. Cody
serious Games : Mechanisms and effects
R. Hays (2005)
The Effectiveness of Instructional Games: A Literature Review and Discussion
R. Valaitis, W. Sword, B. Jones, Andrea Hodges (2005)
Problem-Based Learning Online: Perceptions of Health Science StudentsAdvances in Health Sciences Education, 10
M. Savin-Baden (2008)
A Practical Guide to Problem-Based Online Learning
Robin Fogarty (1997)
Problem-Based Learning and Other Curriculum Models for the Multiple Intelligences Classroom.
D. Boud, G. Feletti (1991)
The Challenge of Problem Based Learning
Thanh Nguyen (2016)
Serious gamesSignificance, 13
L. Husain (2011)
Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educational Game
K. Becker, J. Parker (2011)
The Guide to Computer Simulations and Games
Mitchell Rabinowitz, Fran Blumberg, H. Everson (2004)
The design of instruction and evaluation : affordances of using media and technology
P. Markopoulos, M. Bekker (2003)
Interaction design and childrenACM SIGCHI Bulletin - a supplement to interactions, 2003
H. Barrows, R. Tamblyn (1980)
Problem-based learning : an approach to medical education
B. Kapralos (2012)
A course on the design and development of serious games and virtual simulations2012 IEEE International Games Innovation Conference
T. Connolly, Elizabeth Boyle, E. MacArthur, T. Hainey, J. Boyle (2012)
A systematic literature review of empirical evidence on computer games and serious gamesComput. Educ., 59
Ron Omari (1999)
Using online technologies to support problem based learning: Learners' responses and perceptionsAustralasian Journal of Educational Technology, 15
S. Ribaupierre, B. Kapralos, F. Haji, Eleni Stroulia, A. Dubrowski, R. Eagleson (2014)
Healthcare Training Enhancement Through Virtual Reality and Serious Games
M. Savin-Baden (2009)
A Practical Guide to Problem-Based Learning Online
Purpose – The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value. Design/methodology/approach – Organized around a collection of video clips (that provided a brief contextualized overview of the topic and questions for further exploration), readings, interdisciplinary research projects and games, the course introduced the principles of game and instructional design, educational theories used to support game-based learning and methods for evaluating serious games. Discussions and activities supported the problems that students worked on throughout the course to develop a critical stance and approach toward implementing game-based learning. Students designed serious games and examined potential issues and complexities involved in developing serious games and incorporating them within a teaching curriculum. Findings – Results of student course evaluations reveal that the course was fun and engaging. Students found the course fun and engaging, and through the successful completion of the final course project, all students met all of the course objectives. A discussion regarding the techniques and approaches used in the course that were successful (or unsuccessful) is provided. Research limitations/implications – It should be noted that a more detailed analysis has not been presented to fully demonstrate the effectiveness of the course. A more detailed analysis may have included a comparison with, for example, past versions of the course that was not based on an online problem-based learning (PBL) approach, to better quantify the effectiveness of the course. However, such a comparison could not be carried out here, given there was no measure of prior knowledge of students taken before they took course (e.g. no “pre-test data”). Originality/value – Unlike the few existing courses dedicated to serious game design, the course was designed specifically to facilitate a fully online PBL approach and provided students the opportunity to take control of their own learning through active research, exploration and problem-solving alone, in groups and through facilitated class discussions.
Interactive Technology and Smart Education – Emerald Publishing
Published: Jun 15, 2015
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.