GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
An evaluation of undergraduate students' online assessment performances
Advanced Technology for Learning
Don't Bother Me Mom--I'm Learning!
Don't Bother Me Mom--I'm Learning!
Communications of the ACM - Creating a science of games
Cognitive science implications for enhancing training effectiveness in a serious gaming context
Journal on Educational Resources in Computing (JERIC)
Improving Student Performance Using Self-Assessment Tests
IEEE Intelligent Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Serious Games for Immersive Cultural Training: Creating a Living World
IEEE Computer Graphics and Applications
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Assessment in Simulation and Gaming
Simulation and Gaming
The Implementation of Team Based Assessment In Serious Games
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
Digital Games in eLearning Environments
Simulation and Gaming
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
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IEEE Computer Graphics and Applications
Proceedings of the 3rd International Conference on Fun and Games
Designing entertaining educational games using procedural rhetoric: a case study
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Educational Validity of Business Gaming Simulation: A Research Methodology Framework
Simulation and Gaming
The automatic assessment of free text answers using a modified BLEU algorithm
Computers & Education
The Guide to Computer Simulations and Games
The Guide to Computer Simulations and Games
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
Innovation Diffusion: Assessment of Strategies Within the DIFFUSION SIMULATION GAME
Simulation and Gaming
Exploiting Real-Time EEG Analysis for Assessing Flow in Games
ICALT '12 Proceedings of the 2012 IEEE 12th International Conference on Advanced Learning Technologies
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
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International Journal of Gaming and Computer-Mediated Simulations
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
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There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach--based on established principles and guidelines--is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player's activity and better integration of assessment in games.