作者: Stella Doukianou , Mark Gaved , Maurice Hendrix , Panagiotis Petridis , Petros Lameras
DOI:
关键词:
摘要: As digital games continue to be explored as solutions educational and behavioural challenges, the need for evaluation methodologies which support both unique nature of format comparison with other approaches continues increase. In this workshop paper, a range challenges are described related specifically case cultural learning using games, in terms how it may best assessed, understood, sustained through an iterative process supported by research. An framework is proposed, identifying metrics reach impact their associated well presenting ethical considerations means utilize outcomes within cycle, provide feedback learners. Presenting study serious game from Mobile Assistance Social Inclusion Empowerment Immigrants Persuasive Learning Technologies Networks (MASELTOV) project, use context integrative project discussed, emphasis on view game-based blended component process, rather than standalone solution. The particular mobile gaming also considered study, providing platform deliver update content response outcomes. Discussion reflects upon general assessment learning, change more terms, suggesting future work should address sustainable, research-driven platforms content.