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FUNIFICATION 2.0

FUNIFICATION 2.0 PurposeThe purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).Design/methodology/approachA relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.FindingsThe proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.Research limitations/implicationsAdditional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.Practical implicationsA threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.Originality/valueThe range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png World Journal of Science, Technology and Sustainable Development Emerald Publishing

FUNIFICATION 2.0

Purpose – The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL). Design/methodology/approach – A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model. Findings – The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments. Research limitations/implications – Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model. Practical implications – A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments. Originality/value – The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations. Keywords Simulations, Gamification, Knowledge management, Game-based learning, Serious games, Knowledge mobilization Paper type Conceptual paper Introduction The goal of this descriptive theoretical paper is to review the literature associated with “fun and play” and construct a model that reflects game-based learning (GBL) in the enterprise, governmental bodies, as well as within the higher education (HE)...
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Publisher
Emerald Publishing
Copyright
Copyright © Emerald Group Publishing Limited
ISSN
2042-5945
DOI
10.1108/WJSTSD-11-2016-0060
Publisher site
See Article on Publisher Site

Abstract

PurposeThe purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).Design/methodology/approachA relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.FindingsThe proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.Research limitations/implicationsAdditional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.Practical implicationsA threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.Originality/valueThe range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.

Journal

World Journal of Science, Technology and Sustainable DevelopmentEmerald Publishing

Published: Apr 6, 2017

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