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Effective Design and Evaluation of Serious Games: The Case of the e-VITA Project

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Knowledge Management, Information Systems, E-Learning, and Sustainability Research (WSKS 2010)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 111))

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Abstract

Learning and training are presently facing new challenges and a strong transformation. The use of electronic games for education (game-based learning) promotes an agile, immersive and stimulating form of learning that fosters learner engagement and motivation. Nonetheless, the design of effective and engaging educational games is a creative process that is unique to each situation. This paper discusses the inherent challenges of building intellectually appropriate and engaging games and presents the methodology adopted in the case of the e-VITA project that applies GBL to promote knowledge sharing and transfer for intergenerational learning. The paper analyses the e-VITAframework for SGs evaluation, which is central to the project’s iterative development approach. Early findings stemming from the validation of the e-VITA prototype game are also presented.

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Pappa, D., Pannese, L. (2010). Effective Design and Evaluation of Serious Games: The Case of the e-VITA Project. In: Lytras, M.D., Ordonez De Pablos, P., Ziderman, A., Roulstone, A., Maurer, H., Imber, J.B. (eds) Knowledge Management, Information Systems, E-Learning, and Sustainability Research. WSKS 2010. Communications in Computer and Information Science, vol 111. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16318-0_26

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  • DOI: https://doi.org/10.1007/978-3-642-16318-0_26

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16317-3

  • Online ISBN: 978-3-642-16318-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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