Skip to main content

Development of Mobile Serious Game for Self-assessment as Base for a Game-Editor for Teachers

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

Included in the following conference series:

Abstract

Self-assessment is an important tool to improve student performance. A good serious game (SG) would be a very strong self-assessment tool because of the additional motivational aspects. However, self-assessment tools have to fit the learning matters of a course by 100 %, what general SG seldom do. The goal of this work is to build a simple SG editor each teacher can adjust to the learning goals of his course. Here we present the development of a game-editor for teachers for a puzzle-style game. By this editor teachers can edit their own course based game without sophisticated computer knowledge. The game mechanics meet the requirements of mobile- and micro-learning strategies. Furthermore, the game implements learning analytics for students as well as for teachers. The game engine and the editor are both based on standard Web technologies. The source code is maintained as an open source project to lower the barriers for further uptake.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Abadel, F.T., Hattab, A.S.: Patients’ assessment of professionalism and communication skills of medical graduates. BMC Med. Educ. 14, 28–34 (2014)

    Article  Google Scholar 

  2. Antonelli, M.A.: Accuracy of second-year medical students’ self-assessment of clinical skills. Acad. Med. 72, 563–565 (1997)

    Article  Google Scholar 

  3. Bartlett, E.: The publisher-developer relationship. In: Rabin, S. (ed.) Introduction to Game Development, pp. 857–879. Cengage Learning, Boston (2011)

    Google Scholar 

  4. Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R.: Assessment in and of SG: an overview. Adv. Hum.-Comput. Interact. 2013, 1–11 (2013)

    Google Scholar 

  5. Chen, S., Michael, D.: Proof of Learning: Assessment in SG. Gamasutra (2005). http://www.gamasutra.com/, (last visited 19 July 2015)

  6. Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of the empirical evidence on computer games and SG. Comput. Educ. 59, 661–686 (2012)

    Article  Google Scholar 

  7. Delacruz, G.C.: Games as formative assessment environments: examining the impact of explanations of scoring and incentives on math learning, game performance, and help seeking. The National Center for Research on Evaluation, Standards, and Student Testing. Cresst report 796 (2011)

    Google Scholar 

  8. Eichler, S., Goertz, L., Kallenborn, M., Kraemer, W., Michel, P., Reiners, O.: Sieben gute Gründe für mobiles Lernen. Bitkom, Berlin (2014)

    Google Scholar 

  9. Eva, K.W., Regehr, G.: Self-assessment in the health professions: a reformulation and research agenda. Acad. Med. 80(10 Suppl.), S46–54 (2005)

    Article  Google Scholar 

  10. Gadamer, H.G.: Truth and Method. Seabury Press, New York (1975)

    Google Scholar 

  11. Graham, C.R.: Blended learning systems: definition, current trends, and future directions. In: Bonk, C.J. Graham, C.R. (eds.) Handbook of Blended Learning: Global Perspectives Local Designs, pp. 3–21. Pfeiffer, San Francisco, CA (2005)

    Google Scholar 

  12. Hendrix, M., Rolland, C.: Defining a metadata schema for SG as learning objects. IARIA, 14-19 (2012)

    Google Scholar 

  13. Hug, T.: Didactics of Microlearning: Concepts, Discoveries, Examples. Waxman, Berlin (2007)

    Google Scholar 

  14. Kapetanakis, M.: Cross-Platform Developer Tools 2012: Bridging the Worlds of Mobile Apps and the Web (2012). http://www.crossplatformtools.com, (last visited 17 July 2015)

  15. Klamma, R.: Community learning analytics – challenges and opportunities. In: Wang, J.-F., Lau, R. (eds.) ICWL 2013. LNCS, vol. 8167, pp. 284–293. Springer, Heidelberg (2013)

    Chapter  Google Scholar 

  16. Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., De Freitas, S., Mackway-Jones, K., Dunwell, I.: Serious gaming technology in major incident triage training: a pragmatic controlled trial. Resuscitation J. 81, 1174–1179 (2010)

    Google Scholar 

  17. Moseley, A.: A case of integration: assessment and games. In: Connolly, T.M. (ed.) Psychology, Pedagogy, and Assessment in SG, pp. 342–357. IGI Global, Hershey (2014)

    Chapter  Google Scholar 

  18. Norman, D.A., Spohrer, J.C.: Learner-centered education. Commun. ACM 39, 24–27 (1996)

    Article  Google Scholar 

  19. Pisklakov, S., Rimal, J., McGuirt, S.: Role of self evaluation and self assessment in medical student and resident education. Br. J. Educ. Soc. Behav. Sci. 4(1), 1–9 (2014)

    Article  Google Scholar 

  20. Protopsaltis, A., Panzoli, D., Dunwell, I., De Freitas S.: Repurposing SG in health care education. In: 12th Mediterranean Conference on Medical and Biological Engineering and Computing (MEDICON 2010), Chalkidiki, Greece, 2010 (2010)

    Google Scholar 

  21. Prensky, M.: Listen to the Natives. Learn. Digit. Age 63(4), 8–13 (2006)

    Google Scholar 

  22. Prümper, J., Anft, M.: Fragebogen ISONORM 9241/10 (1993). http://www.ergo-online.de/, (last visited 17 July 2015)

  23. Sandars, J.: The use of reflection in medical education. AMEE Guide No. 44. Med. Teach. 31(8), 685–6895 (2009)

    Article  Google Scholar 

  24. Sliney, A., Murphy, D.: Using SG for assessment. In: Antonopolous, N., Ma, M., Oikonomou, A., Jai, L.C. (eds.) SG and Edutainment Applications, pp. 225–244. Springer Science & Business Media, Berlin (2011)

    Chapter  Google Scholar 

  25. van der Vleuten, C.: The assessment of professional competence: developments, research and practical implications. Adv. Health Sci. Educ. 1, 41–67 (1996)

    Article  Google Scholar 

  26. Westera, W., Hommes, M.A., Houtmans, M., Kurvers, H.: Computer-supported training of psycho-diagnostic skills. Interact. Learn. Environ. 11, 215–231 (2003)

    Article  Google Scholar 

  27. Zimmerman, B.J.: Becoming a self-regulated learner: an overview. Theor. Into Pract. 41, 64–70 (2002)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Andreas Herrler .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Herrler, A., Grubert, S., Kajzer, M., Behrens, S., Klamma, R. (2016). Development of Mobile Serious Game for Self-assessment as Base for a Game-Editor for Teachers. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-40216-1_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40215-4

  • Online ISBN: 978-3-319-40216-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics