Serious Games for Mobile Devices: the InTouch Project Case Study
DOI:
https://doi.org/10.17083/ijsg.v2i1.41Keywords:
Serious games, Mobile Game-based learning, Soft skillsAbstract
The paper presents the InTouch project and discusses design principles, implementation and evaluation of serious mobile games for the development of soft skills. 30 serious games for mobile devices were produced to be tested and evaluated during Learning Labs participated by SMEs professionals operating in different business sectors from seven European countries. The games describe situational learning cases related to 10 non routine skills, and use different types of interaction. Evaluation results are described, showing an overall positive impact deriving from the choice of the serious game approach and the use of mobile devices. When analyzing the role of different dimensions of the games, the most relevant elements influencing players’ satisfaction and their willingness to play again were found to be the levels of fun and difficulty associated with the games, the interest, the sense of reality and the adequacy of duration of the games.References
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Sharples, M., “Mobile learning: research, practice and challenges”. Distance Education in China, 3(5), 5–11, 2013.
De Freitas, S., & Routledge, H., “Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)”. British Journal of Educational Technology, 44(6), 951–968, 2013. http://dx.doi.org/10.1111/bjet.12034
De Freitas, S., & Liarokapis, F., “Serious games: a new paradigm for education?”. In Ma, M. et al. (Eds.), Serious games and edutainment applications, London: Springer, 2011. http://dx.doi.org/10.1007/978-1-4471-2161-9_2
Prensky, M., “Digital Game-Based Learning”. New York and London: McGraw-Hill, 2001.
Aldrich, C., “The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google”. Pfeiffer & Company, 2009.
Traxler, J., “Distance education and mobile learning: Catching up, taking stock”. Distance Education, 31(2), 129-138, 2010. http://dx.doi.org/10.1080/01587919.2010.503362
Sharples, M., Corlett, D., & Westmancott, O., “The design and implementation of a mobile learning resource”. Personal and Ubiquitous Computing, 6, 220–234, 2002. http://dx.doi.org/10.1007/s007790200021
Froschauer, J., Zweng, J., Merkl, D., Arends, M., Goldfarb, D., & Weingartner, M., “ARTournament: A Mobile Casual Game to Explore Art History”. 12th IEEE International Conference on Advanced Learning Technologies, Rome, Italy, July 4-6, 2012.
Csíkszentmihályi, M., “Flow: The Psychology of Optimal Experience”. NewYork: Harper and Row, 1990.
Lazzaro, N., “Why We Play Games: Four Keys to More Emotion Without Story”. XEODesign, 2004.
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & De Gloria, A., “Mapping learning and game mechanics for serious games analysis”. British Journal of Educational Technology, 2014. http://dx.doi.org/10.1111/bjet.12113
Huynh-Kim-Bang, B., Wisdom, J., & Labat, J.M., “Design patterns for serious games”. International Journal of Technology Enhanced Learning, 3(6), 2011.
New Skills for New Jobs http://ec.europa.eu/social/main.jsp?catId=822 (retrieved on 2014/11/24)
Vavoula, G., & Sharples, M., “Meeting the Challenges in Evaluating Mobile Learning: a 3-level Evaluation Framework”. International Journal of Mobile and Blended Learning, 1(2), 54-75, 2009. http://dx.doi.org/10.4018/jmbl.2009040104
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Published
2015-02-11
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GaLA Conf 2014 special issue
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Serious Games for Mobile Devices: the InTouch Project Case Study. (2015). International Journal of Serious Games, 2(1). https://doi.org/10.17083/ijsg.v2i1.41