Business and Management INK

Using Games as Learning Tools

February 16, 2013 914

S&G_v43_72ppiRGB_powerpoint Wendy L. Bedwell, Davin Pavlas, Kyle Heyne, Elizabeth H. Lazzara and Eduardo Salas, all of the University of Central Florida, published “Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study” in the Simulation & Gaming December 2012 issue. The abstract:

The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy.

Click here to continue reading, and follow this link to learn more about Simulation & Gaming, a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training, consultation, and research. You can receive e-alerts about new research from the journal by clicking here.

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