Information visualization and the arts-science-social science interface
Proceedings of the First International Conference on Intelligent Interactive Technologies and Multimedia
Defining and measuring performance characteristics of current video games
MMB&DFT'10 Proceedings of the 15th international GI/ITG conference on Measurement, Modelling, and Evaluation of Computing Systems and Dependability and Fault Tolerance
The six facets of serious game design: a methodology enhanced by our design pattern library
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Art history concepts at play with ThIATRO
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
"Critic-proofing" of the cognitive aspects of simple games
Computers & Education
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A considerable number of serious games have been developed over the last ten years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers, it is difficult to justify claims that a specific game meets the learner’s requirements and/or expectations. This paper defines a conceptual model for serious games that will contribute to their design and the measurement of achievement in meeting their learning outcomes.