Developing Serious Games: from Face-to-Face to a Computer-based Modality

11 July 2011
Developing Serious Games: from Face-to-Face to a Computer-based Modality

This paper introduces a methodology for the design of a collaborative Game Based Learning (GBL) model, used here in the context of a finance course in an onsite learning context. In this paper we discuss three releases of the Finance Assets Game (FAG), the teacher-led face-to-face model, the paper-based model, and the computer-based model.

Transposing face-to-face activity into a paper-based and then a computer‑based environment, while maintaining the learning experience and performance across these three modalities, poses challenges in the areas of instructional design and Computer Human Interaction (CHI). To carry out the task, we followed a progressive redesign process of the face-to-face FAG. First, a paper-based release was developed in order to evaluate the dynamics of the collaboration and then a computer-based release was developed including a synchronous communication tool (chat).

 

Based on our observations of this process, we aim to compare learners’ performance in the paper-based and computer-based formats. The degree of acceptability and usability perceived by the learners is analysed according to results obtained using the Technology Acceptance Model (Davis, 1986). We finish the paper discussing a prospective modality of collaborative GBL for distance online learning contexts.

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Languages
en, bg, lv, pl, ro, lt, el, et, da, de, es, fi, fr, it, nl, pt-pt, sv, sk, hu, cs, mt, sl
Publication Date
 11 July 2011
Area of interest:
Training & Work
Learning & Society
Tags
  • computer-based educational tools
  • game-based learning (GBL)
  • technology acceptance model
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