Published October 11, 2018 | Version v1
Book chapter Open

Diseño de métricas de evaluación de Serious Games. Un caso concreto en un juego para la prevención del acoso escolar

Description

Serious games are games whose main aim goes further than pure entertainment, and they could be used in the fields of education and training with the purpose of encouraging interaction, interest and motivation of students when talking about learning. They also simulate new experiences, allowing users to be the main characters of the adventures and placing them face to face against problems and situations that require taking a decision. In order to know if a Serious Game is effective in this area, it is relevant to design adequate metrics that allow us to analyse these games and collect information about the quality of the learning process and the students in real time. With this purpose, eConfidence project is launched, funded by the European Union and whose objective is the analysis of the potential benefits of the use of Serious Games in learning, and behaviour changes in teenagers when they face different conflictive situations. In this chapter, our intention is to deepen in the quality and efficacy of this kind of games with an educative approach, developing, this way, a theoretical framework to the Serious Games in education. Subsequently, we will specify and concrete some of the metrics defined for one of the games in the eConfidence project.

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Additional details

Funding

e-Confidence – Confidence in behaviour changes through serious games 732420
European Commission