{"id":288,"date":"2019-08-24T19:05:26","date_gmt":"2019-08-24T23:05:26","guid":{"rendered":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/chapter\/8-7-emerging-technologies\/"},"modified":"2022-08-16T17:02:22","modified_gmt":"2022-08-16T21:02:22","slug":"8-7-emerging-technologies","status":"publish","type":"chapter","link":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/chapter\/8-7-emerging-technologies\/","title":{"raw":"9.2  Serious games and gamification","rendered":"9.2  Serious games and gamification"},"content":{"raw":"<img class=\"aligncenter size-full wp-image-1220\" src=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context.png\" alt=\"\" width=\"2036\" height=\"1424\" \/>\r\n\r\n<span style=\"color: #0000ff\">Figure 9.2.1 The context of serious games. Image: Hydra Interactive, 2021<\/span>\r\n<h2><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.1<\/span> Serious games<\/span><\/h2>\r\n<span style=\"color: #008000\">Gartner's hype cycle is best considered as a way of thinking about emerging technologies, rather than as a factual representation of their development. For instance, serious games are more of a slow burner. There have never been vastly inflated expectations about their likely impact on education; indeed for a long time they have been written off as too expensive or not appropriate for serious education. However, that view has been changing in recent years.<\/span>\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.2<\/span> What are serious games?<\/span><\/h2>\r\n<span style=\"color: #008000\">There are several different definitions of serious games. I have included two definitions that cover both educational and corporate settings. <\/span>\r\n\r\n<span style=\"color: #0000ff\">The Ministry of Education and Training, Victoria, Australia states (<a href=\"https:\/\/www.education.vic.gov.au\/about\/programs\/learningdev\/Pages\/expired\/techgames.aspx\">2017<\/a>):<\/span>\r\n<p class=\"no-indent\" style=\"padding-left: 30px\"><span style=\"color: #0000ff\"><em>a serious game in an educational setting is considered to be a purposeful learning environment that targets key curriculum areas for explicit learning. Serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.<\/em><\/span><\/p>\r\n<span style=\"color: #008000\">Zhonggen (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\"><span style=\"color: #0000ff\">2019<\/span><\/a>) provides this definition in his comprehensive review of the research on serious games:<\/span>\r\n<p class=\"no-indent\" style=\"padding-left: 30px\"><span style=\"color: #008000\"><em><strong>Serious games<\/strong> are referred to as entertaining tools with a purpose of education, where players cultivate their knowledge and practice their skills through overcoming numerous hindrances during gaming.<\/em><\/span><\/p>\r\n<span style=\"color: #008000\">It is important to distinguish between serious games, game-based learning and gamification because of the differences in their purpose, approach and impact on learning.<\/span>\r\n<ul>\r\n \t<li><span style=\"color: #008000\"><strong>Game-based learning<\/strong> refers to<em> \u201cthe pedagogical approach of utilizing games in education\u201d <\/em>(Anastasiadis, Lampropoulos and Siakas, <a href=\"https:\/\/ijasre.net\/index.php\/ijasre\/article\/view\/814\">2018<\/a>)<\/span><\/li>\r\n \t<li><span style=\"color: #008000\"><strong>Gamification<\/strong> is defined as the<em> \u201cuse of game design elements in non-game contexts\u201d <\/em>(Deterding et al., <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"http:\/\/gamification-research.org\/wp-content\/uploads\/2011\/04\/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf\">2011<\/a><\/span>)<\/span><\/li>\r\n<\/ul>\r\n<p class=\"no-indent\"><span style=\"color: #008000\">Note that serious games are not necessarily digital. However, whether digital or not, they are governed by similar principles of of design, such as mechanics, dynamics and aesthetics\u00a0(Hunicke et al., <a href=\"https:\/\/citeseerx.ist.psu.edu\/viewdoc\/download?doi=10.1.1.79.4561&amp;rep=rep1&amp;type=pdf\">2004<\/a>).\u00a0<\/span><\/p>\r\n\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.3<\/span> Why use serious games?<\/span><\/h2>\r\n<p class=\"no-indent\"><span style=\"color: #008000\">The main reasons offered for using games in education are to:<\/span><\/p>\r\n\r\n<ul>\r\n \t<li><span style=\"color: #008000\">improve students' motivation to learn,<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">engage learners more deeply in the learning process,<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">improve learning outcomes,<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">improve attendance and participation.<\/span><\/li>\r\n<\/ul>\r\n<span style=\"color: #008000\">However, an extensive review of the literature conducted by Dichev and Dicheva in <a href=\"https:\/\/educationaltechnologyjournal.springeropen.com\/articles\/10.1186\/s41239-017-0042-5\">2017<\/a> found that research remains inconclusive on these assumptions. They also found that:<\/span>\r\n<ul>\r\n \t<li><span style=\"color: #008000\">the practice of gamifying learning has outpaced researchers' understanding of its mechanisms and methods;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">insufficient high quality evidence exists to support the long-term benefits of serious games in an educational context;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">a limited understanding that how to gamify an activity depends on the specifics of the educational context.<\/span><\/li>\r\n<\/ul>\r\n<span style=\"color: #008000\">Dichev and Dicheva do conclude though that their study does not mean that gamification <em>cannot<\/em> be used successfully in a learning context; rather better designs and more research are needed.\u00a0<\/span>\r\n\r\n<span style=\"color: #008000\">Other research tends to be more positive. Hamari et al. (<a href=\"https:\/\/www.researchgate.net\/publication\/280294047_Challenging_games_help_students_learn_An_empirical_study_on_engagement_flow_and_immersion_in_game-based_learning\">2016<\/a>) and Clark et al. (<a href=\"https:\/\/journals.sagepub.com\/doi\/10.3102\/0034654315582065\">2016<\/a>) found sufficient evidence that,\u00a0when well designed, and under the right conditions,\u00a0serious games\u00a0significantly enhanced student learning relative to nongame conditions. <\/span>\r\n\r\n<span style=\"color: #008000\">Zhonggen (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">2019<\/a>) found among the '\u00a0<em>huge number of findings in serious game assisted learning, most ...are supportive, coupled with a few negative results<\/em>.' However, the main benefits tended to be in the affective domain (student 'happiness' and improved social learning and communication) rather than in immediately\u00a0 improved cognitive learning outcomes, except in science (improved retention and holistic understanding), architecture and medicine\/health. In the latter, games helped children with autism to learn. Zhonggen reports: <\/span>\r\n\r\n<span style=\"color: #008000\">'<em>Generally, ... medical science has recently witnessed clearly more studies on serious game assisted learning compared with other fields and most of studies in medical science supported use of serious games<\/em>.'<\/span>\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.4<\/span> Examples of serious games<\/span><\/h2>\r\n<span style=\"color: #008000\">The Digital Education Strategies team (DES) at <span style=\"color: #0000ff\">Toronto Metropolitan University (formerly Ryerson University)<\/span> has participated in the development of several virtual games simulations including:<\/span>\r\n\r\n<span style=\"color: #008000\"><strong>Games-based learning<\/strong>: <span style=\"color: #0000ff\">Toronto Metropolitan University<\/span>'s Academic Integrity office, in collaboration with DES, developed a digital learning game called Academic Integrity in Space to motivate students to complete self-study training and to learn about the academic integrity, values and behaviours expected of students. The game development team's objectives were to create a well-designed digital game to meet the learning objectives of making choices, learning by doing, and experiencing situations first-hand, through role-playing.<\/span>\r\n\r\n[caption id=\"attachment_28\" align=\"aligncenter\" width=\"755\"]<a href=\"http:\/\/de.ryerson.ca\/games\/aio\/\"><img class=\"wp-image-285\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson.png\" alt=\"\" width=\"755\" height=\"399\" \/><\/a> Figure <span style=\"color: #0000ff\">9.2.2<\/span> Academic Integrity game, Ryerson University. Click on image to play game[\/caption]\r\n\r\n<span style=\"color: #008000\"><strong>Video Game Simulation<\/strong>:\u00a0\u00a0A Home Visit game promotes the application of knowledge and skills related to establishing a therapeutic nurse-client relationship and completing a mental health assessment. Students assume the role of a community health nurse assigned to complete a home visit. Video is used to create an authentic experience, and students have to respond to particularly challenging situations, based on procedures taught elsewhere in the course. Depending on the student response, further video segments are used to provide feedback and to continue to scenarios to test the next appropriate procedure.\u00a0<\/span>\r\n\r\n[caption id=\"attachment_28\" align=\"aligncenter\" width=\"755\"]<a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/mental-health\/game.html#\/video\/0\/0\/-1\"><img class=\"wp-image-286\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson.png\" alt=\"\" width=\"755\" height=\"391\" \/><\/a> <span style=\"color: #0000ff\">Figure 9.2.3<\/span> Home visit video game, Ryerson University. Click on image to see video.[\/caption]\r\n\r\n<span style=\"color: #008000\"><span style=\"color: #0000ff\">Instructors<\/span> from Centennial College, <span style=\"color: #0000ff\">Toronto Metropolitan University <\/span>and George Brown College <span style=\"color: #0000ff\">have developed<\/span> a series of open access video game simulations through a <a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/hospital\/\">virtual healthcare experience portal<\/a>.\u00a0<\/span>\r\n\r\n[caption id=\"attachment_1132\" align=\"aligncenter\" width=\"755\"]<a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/hospital\/\"><img class=\"wp-image-1132\" src=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-1024x523.png\" alt=\"\" width=\"755\" height=\"386\" \/><\/a> <span style=\"color: #0000ff\">Figure 9.2.4 The Virtual Healthcare Experience (click on image to view)<\/span>[\/caption]\r\n\r\n<span style=\"color: #008000\"><strong>Gamification:\u00a0<\/strong>Kyle Geske, an instructor at Red River College, Winnipeg, has developed <a style=\"color: #008000\" href=\"https:\/\/teachonline.ca\/pockets-innovation\/games-based-approach-teaching-web-design-red-river-college-manitoba-canada\"><span style=\"color: #0000ff\">a<\/span> <span style=\"color: #0000ff\">games-based approach to teaching web design<\/span><\/a>. In his elective course on Full Stack Development of web sites, students have to design a project according to principles provided by the instructor. At each stage of the design process within the project students gain marks, and compete throughout the course with other students, who can see the marks at each stage for all the other students. A student can 'level up' their mark by going back and improving on each of the steps of the design. This approach has resulted in an increase in the average end of course grade compared to the more traditional classroom methods. Note this course involves elements of gaming, such as competition, and 'levelling up', without using games themselves.<\/span>\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.5<\/span> Designing serious games<\/span><\/h2>\r\n<span style=\"color: #008000\">Zhonggen's review of the literature (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">2019<\/a>) highlighted the importance of the following in effective games design:<\/span>\r\n<ul>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">backstory and production, <\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">realism, <\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">artificial intelligence and adaptivity, <\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">interaction,\u00a0<\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">feedback<\/span><span style=\"color: #008000\"> and debriefing,<\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">ease of use,<\/span><\/p>\r\n<\/li>\r\n \t<li>\r\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">surprises.\u00a0<\/span><\/p>\r\n<\/li>\r\n<\/ul>\r\n<span style=\"color: #008000\"><span style=\"color: #0000ff\">Building on<\/span> prior research, and under the leadership of Naza Djafarova, the Digital Education Strategies team (DES) at the G. Raymond Chang School for Continuing Education at <span style=\"color: #0000ff\">Toronto Metropolitan University<\/span>\u00a0developed <a href=\"https:\/\/de.ryerson.ca\/games\/research\/\">a practical design guide<\/a> for serious game-based learning, based on a games research process.\u00a0This guide\u00a0is an open educational resource and is designed to serve three purposes: <\/span>\r\n<ul>\r\n \t<li><span style=\"color: #008000\">provide a conceptual framework to guide game design within multidisciplinary teams in higher education;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">offer a methodological guide to running a participatory workshop focused on the pre-production phase of the game development process;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">share resources by making the guide and the design of the workshop available as open educational resources.<\/span><\/li>\r\n<\/ul>\r\n<p class=\"p2\"><span style=\"color: #008000\">The games design methodology is an adaptation of the Design, Play, and Experience (DPE) Framework, developed by Winn (<a href=\"https:\/\/www.igi-global.com\/book\/handbook-research-effective-electronic-gaming\/459\">2009<\/a>). The game development process consists of three phases: <\/span><\/p>\r\n\r\n<ul>\r\n \t<li class=\"p2\"><span style=\"color: #008000\">the <b>pre-production phase<\/b>, during which brainstorming among team members takes place, leading to the design of a paper prototype of the game;<\/span><\/li>\r\n \t<li class=\"p2\"><span style=\"color: #008000\">the <b>production phase<\/b>, when the game is developed; and<\/span><\/li>\r\n \t<li class=\"p2\"><span style=\"color: #008000\">the <b>post-production phase<\/b>, during which the game is tested and refined before being offered to learners.<\/span><\/li>\r\n<\/ul>\r\n<p class=\"p2\"><span style=\"color: #008000\">The\u00a0Digital Education Strategies team utilized the Design, Play and Experience model to identify four essential educational game elements:<\/span><\/p>\r\n\r\n<ul>\r\n \t<li><span style=\"color: #008000\"><b>Learning <\/b>refers to the content to be learned by players through the game with specific and measurable learning outcomes;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\"><b>Storytelling <\/b>refers to the background story of the game and includes a description of the character(s), the setting, and the ultimate goal of the game;<\/span><\/li>\r\n \t<li><span style=\"color: #008000\"><b>Gameplay <\/b>refers to the way in which the player interacts with the game, or with other players (if a multiplayer game). It encapsulates the type of activity (e.g., puzzle, trivia, etc.) found in the game;<\/span><\/li>\r\n \t<li><span style=\"color: #068c37\">User Experience refers to the player\u2019s emotions and attitudes while playing the game, as well as how the player interacts with the game.<\/span><\/li>\r\n<\/ul>\r\n<span style=\"color: #008000\">Figure <span style=\"color: #0000ff\">9.2.5<\/span> provides a more detailed representation of the various components of the Ryerson serious game design methodology.<\/span>\r\n\r\n[caption id=\"attachment_28\" align=\"aligncenter\" width=\"786\"]<img class=\"size-full wp-image-287\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology.png\" alt=\"\" width=\"786\" height=\"672\" \/> <span style=\"color: #0000ff\">Figure 9.2.5<\/span> Serious game design methodology, from Djafarova er al., 2018[\/caption]\r\n\r\n<span style=\"color: #008000\">The Digital Education Strategies' report suggests a workshop approach to serious games design, in which all the key stakeholders (content experts, instructional designers, media producers, and so forth) are involved. Brainstorming in the early stages of design is considered essential. Also built into the design is testing and user feedback before releasing the game.<\/span>\r\n\r\n<span style=\"color: #008000\">There are probably other effective design approaches, but the above approach highlights the essential multi-disciplinary approach of serious games design.<\/span>\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.6<\/span> Unique educational characteristics of serious games<\/span><\/h2>\r\n<span style=\"color: #008000\">These still need to be clearly identified and validated, but two rather different claims are made for serious games: <\/span>\r\n<ul>\r\n \t<li><span style=\"color: #008000\">the first is that they can increase student motivation and engagement; <\/span><\/li>\r\n \t<li><span style=\"color: #008000\">the second is that games can be particularly useful for developing the following skills:<\/span>\r\n<ul>\r\n \t<li><span style=\"color: #008000\">problem solving<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">communication skills<\/span><\/li>\r\n \t<li><span style=\"color: #008000\">decision-making<\/span><\/li>\r\n<\/ul>\r\n<\/li>\r\n<\/ul>\r\n<p style=\"padding-left: 30px\"><span style=\"color: #008000\">within specific contexts that approximate to the real world.<\/span><\/p>\r\n\r\n<h2 style=\"text-align: left\"><span style=\"color: #008000\">9.2.7 Strengths and weaknesses<\/span><\/h2>\r\n<span style=\"color: #008000\">In terms of the hype cycle, serious games are somewhere along the slope of enlightenment. There is not the research yet to move them into the plateau of productivity, but there is enough evidence from practice that they are gaining traction in education.<\/span>\r\n\r\n<span style=\"color: #008000\">However, there are a number of reasons why serious games have not become more prevalent in education. The first is philosophical. There is resistance to the idea of games because some see serious games as an oxymoron. How can a game be serious? Many instructors fear that learning could easily be trivialised through games or that games can cover only a very limited part of what learning should be about \u2013 it can\u2019t all be fun; that is not the purpose of education. Similarly,\u00a0many professional game designers are not interested in developing serious games because they fear that if the primary goal is learning and not enjoyment, a focus on education risks killing the main element of a game: being fun to play.\u00a0<\/span>\r\n\r\n<span style=\"color: #008000\">A more pragmatic reason is cost and quality. The assumed high cost of video games has so far acted as a deterrent in education. There is no obvious business plan to justify the investment. The best selling video games for entertainment for instance cost millions of dollars to produce, on a scale similar to mainstream movies. If games are produced cheaply, won\u2019t the quality \u2013 in terms of production standards, narrative\/plot, visuals, and learner engagement \u2013 suffer, thus making them unattractive for learners?\u00a0 <\/span>\r\n\r\n<span style=\"color: #008000\">However, probably the main reason serious games are not more prevalent in education is that most educators simply do not know enough about serious games: what exists, how they can be used, nor how to design them. Experience suggests that\u00a0<\/span><span style=\"color: #008000\">there are many possible and realistic applications for serious games in education.\u00a0There is some evidence (see for instance, Arnab, <a href=\"https:\/\/onlinelibrary.wiley.com\/doi\/abs\/10.1111\/bjet.12113\">2014<\/a>) that effective serious games can be developed at very little cost. <\/span>\r\n\r\n<span style=\"color: #008000\">Nevertheless, there is always a high degree of risk in serious games design. There is no sure way of predicting in advance that a new game will be successful. Some low-cost simple games can work well; some expensively produced games can easily flop. This means careful testing and feedback during development.\u00a0So serious games should be more seriously considered for teaching in a digital age \u2013 but their application needs to be done carefully and professionally.<\/span>\r\n\r\n<span style=\"color: #008000\">Thus serious games are a relatively high risk, high return activity for teaching in a digital age. Success in serious games means building on best practices in games design, both within and outside education, sharing costs and experience, and collaboration between institutions and games development teams. However, as teaching in a digital age moves more and more towards high-level skills development, experiential learning, and problem-solving in real world contexts, serious games are bound to play an increasingly important role.<\/span>\r\n<h2><span style=\"color: #008000\">References<\/span><\/h2>\r\n<span style=\"color: #008000\">Anastasiadis, T. et al. (2018)\u00a0<a href=\"https:\/\/ijasre.net\/index.php\/ijasre\/article\/view\/814\">Digital Game-based Learning and Serious Games in Education<\/a> <em><span style=\"color: #0000ff\">International Journal of Advances in Scientific Research and Engineering<\/span><\/em>, Vol. 4, No. 12<\/span>\r\n\r\n<span style=\"color: #008000\">Arnab, S. et al. (2014)<span style=\"color: #0000ff\">\u00a0<a style=\"color: #0000ff\" href=\"https:\/\/onlinelibrary.wiley.com\/doi\/abs\/10.1111\/bjet.12113\">Mapping learning and game mechanics for serious games analysis<\/a><\/span>. <em>British Journal of Educational Technology<\/em>, Vol. 46, No. 2, pp 391\u2013411<\/span>\r\n\r\n<span style=\"color: #0000ff\">Clark, D. et al. (2016) <a href=\"https:\/\/journals.sagepub.com\/doi\/10.3102\/0034654315582065\">Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis<\/a> <em>Review of Educational Research,\u00a0<\/em>Vol. 86, No. 1<\/span>\r\n\r\n<span style=\"color: #008000\">Deterding, S. et al. (2011)\u00a0<span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"http:\/\/gamification-research.org\/wp-content\/uploads\/2011\/04\/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf\">Gamification: Using Game Design Elements in Non-Gaming Contexts<\/a><\/span> in\u00a0<em>PART 2-Proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems<\/em> Vancouver BC: CHI<\/span>\r\n\r\n<span style=\"color: #008000\">Dichev, C. and Dicheva Computers in Human D. (2017) <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/educationaltechnologyjournal.springeropen.com\/articles\/10.1186\/s41239-017-0042-5\">Gamifying education: what is known, what is believed and what remains uncertain: a critical review<\/a><\/span> <em>International Journal of Educational Technology in Higher Education<\/em>, Vol. 14, No. 9<\/span>\r\n\r\n<span style=\"color: #008000\">Djafarova, N. et el. (2018) <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/de.ryerson.ca\/games\/research\/\"><em>The Art of Serious Game Design<\/em><\/a><\/span> Toronto ON: Chang School of Continuing Studies, Ryerson University<\/span>\r\n\r\n<span style=\"color: #0000ff\">Hamari, J., et al. (2016) <a href=\"https:\/\/www.researchgate.net\/publication\/280294047_Challenging_games_help_students_learn_An_empirical_study_on_engagement_flow_and_immersion_in_game-based_learning\">Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning<\/a> <em>Computers in Human Behavior<\/em>, Vol. 54<\/span>\r\n\r\n<span style=\"color: #008000\">Hunicke, R., LeBlanc, M., &amp; Zubek, R. (2004). MDA: <a style=\"color: #008000\" href=\"https:\/\/citeseerx.ist.psu.edu\/viewdoc\/download?doi=10.1.1.79.4561&amp;rep=rep1&amp;type=pdf\"><span style=\"color: #0000ff\">A formal approach to game design and game researc<\/span>h<\/a>, in <em>Proceedings of the Challenges in Game AI Workshop<\/em>, San Jose CA: Nineteenth National Conference on Artificial Intelligence<\/span>\r\n<p class=\"p2\"><span style=\"color: #008000\">Winn, B. (2009) 'The design, play and experience framework',\u00a0in R. Ferdig (Ed.)<a style=\"color: #008000\" href=\"https:\/\/www.igi-global.com\/book\/handbook-research-effective-electronic-gaming\/459\">, <span style=\"color: #0000ff\"><i>Handbook of research on effective electronic gaming in education<\/i>. <\/span><\/a>Hershey, PA: IGI Global (pp. 388\u2013401).<\/span><\/p>\r\n<span style=\"color: #008000\">Zhonggen, Y. (2019)\u00a0<span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">A Meta-Analysis of Use of Serious Games in Education over a Decade<\/a><\/span>, <em>International Journal of Computer Games Technology<\/em>, vol. 2019, Article ID 4797032<\/span>\r\n<div class=\"textbox textbox--exercises\"><header class=\"textbox__header\">\r\n<div class=\"textbox exercises\">\r\n<h3>Activity 9.2 Using and designing serious games<\/h3>\r\n<ol>\r\n \t<li>What are your views on serious games and gamification? Do you think they are useful approaches to teaching in a digital age, or are they just a gimmick that avoids the real challenges of learning, especially at a higher education level?<\/li>\r\n \t<li>Take a look at the <span style=\"color: #008000\"><span style=\"color: #0000ff\">Toronto Metropolitan University's<\/span><\/span> 'Art of Serious Games Design'. Is this a model that could be used at your institution?\u00a0 Who would lead this effort? With what learning goals or outcomes could this process help in your program? What would be the main barrier to doing this?<\/li>\r\n \t<li>What other approaches could be taken to getting serious games used in your teaching?<\/li>\r\n<\/ol>\r\nClick on the podcast below for feedback on this activity.\r\n\r\n[audio mp3=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-2019-09-08-5.14-PM.mp3\"][\/audio]\r\n\r\n<\/div>\r\n<\/header><\/div>","rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1220\" src=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context.png\" alt=\"\" width=\"2036\" height=\"1424\" srcset=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context.png 2036w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-300x210.png 300w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-1024x716.png 1024w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-768x537.png 768w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-1536x1074.png 1536w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-65x45.png 65w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-225x157.png 225w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-context-350x245.png 350w\" sizes=\"auto, (max-width: 2036px) 100vw, 2036px\" \/><\/p>\n<p><span style=\"color: #0000ff\">Figure 9.2.1 The context of serious games. Image: Hydra Interactive, 2021<\/span><\/p>\n<h2><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.1<\/span> Serious games<\/span><\/h2>\n<p><span style=\"color: #008000\">Gartner&#8217;s hype cycle is best considered as a way of thinking about emerging technologies, rather than as a factual representation of their development. For instance, serious games are more of a slow burner. There have never been vastly inflated expectations about their likely impact on education; indeed for a long time they have been written off as too expensive or not appropriate for serious education. However, that view has been changing in recent years.<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.2<\/span> What are serious games?<\/span><\/h2>\n<p><span style=\"color: #008000\">There are several different definitions of serious games. I have included two definitions that cover both educational and corporate settings. <\/span><\/p>\n<p><span style=\"color: #0000ff\">The Ministry of Education and Training, Victoria, Australia states (<a href=\"https:\/\/www.education.vic.gov.au\/about\/programs\/learningdev\/Pages\/expired\/techgames.aspx\">2017<\/a>):<\/span><\/p>\n<p class=\"no-indent\" style=\"padding-left: 30px\"><span style=\"color: #0000ff\"><em>a serious game in an educational setting is considered to be a purposeful learning environment that targets key curriculum areas for explicit learning. Serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment.<\/em><\/span><\/p>\n<p><span style=\"color: #008000\">Zhonggen (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\"><span style=\"color: #0000ff\">2019<\/span><\/a>) provides this definition in his comprehensive review of the research on serious games:<\/span><\/p>\n<p class=\"no-indent\" style=\"padding-left: 30px\"><span style=\"color: #008000\"><em><strong>Serious games<\/strong> are referred to as entertaining tools with a purpose of education, where players cultivate their knowledge and practice their skills through overcoming numerous hindrances during gaming.<\/em><\/span><\/p>\n<p><span style=\"color: #008000\">It is important to distinguish between serious games, game-based learning and gamification because of the differences in their purpose, approach and impact on learning.<\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\"><strong>Game-based learning<\/strong> refers to<em> \u201cthe pedagogical approach of utilizing games in education\u201d <\/em>(Anastasiadis, Lampropoulos and Siakas, <a href=\"https:\/\/ijasre.net\/index.php\/ijasre\/article\/view\/814\">2018<\/a>)<\/span><\/li>\n<li><span style=\"color: #008000\"><strong>Gamification<\/strong> is defined as the<em> \u201cuse of game design elements in non-game contexts\u201d <\/em>(Deterding et al., <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"http:\/\/gamification-research.org\/wp-content\/uploads\/2011\/04\/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf\">2011<\/a><\/span>)<\/span><\/li>\n<\/ul>\n<p class=\"no-indent\"><span style=\"color: #008000\">Note that serious games are not necessarily digital. However, whether digital or not, they are governed by similar principles of of design, such as mechanics, dynamics and aesthetics\u00a0(Hunicke et al., <a href=\"https:\/\/citeseerx.ist.psu.edu\/viewdoc\/download?doi=10.1.1.79.4561&amp;rep=rep1&amp;type=pdf\">2004<\/a>).\u00a0<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.3<\/span> Why use serious games?<\/span><\/h2>\n<p class=\"no-indent\"><span style=\"color: #008000\">The main reasons offered for using games in education are to:<\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\">improve students&#8217; motivation to learn,<\/span><\/li>\n<li><span style=\"color: #008000\">engage learners more deeply in the learning process,<\/span><\/li>\n<li><span style=\"color: #008000\">improve learning outcomes,<\/span><\/li>\n<li><span style=\"color: #008000\">improve attendance and participation.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #008000\">However, an extensive review of the literature conducted by Dichev and Dicheva in <a href=\"https:\/\/educationaltechnologyjournal.springeropen.com\/articles\/10.1186\/s41239-017-0042-5\">2017<\/a> found that research remains inconclusive on these assumptions. They also found that:<\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\">the practice of gamifying learning has outpaced researchers&#8217; understanding of its mechanisms and methods;<\/span><\/li>\n<li><span style=\"color: #008000\">insufficient high quality evidence exists to support the long-term benefits of serious games in an educational context;<\/span><\/li>\n<li><span style=\"color: #008000\">a limited understanding that how to gamify an activity depends on the specifics of the educational context.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #008000\">Dichev and Dicheva do conclude though that their study does not mean that gamification <em>cannot<\/em> be used successfully in a learning context; rather better designs and more research are needed.\u00a0<\/span><\/p>\n<p><span style=\"color: #008000\">Other research tends to be more positive. Hamari et al. (<a href=\"https:\/\/www.researchgate.net\/publication\/280294047_Challenging_games_help_students_learn_An_empirical_study_on_engagement_flow_and_immersion_in_game-based_learning\">2016<\/a>) and Clark et al. (<a href=\"https:\/\/journals.sagepub.com\/doi\/10.3102\/0034654315582065\">2016<\/a>) found sufficient evidence that,\u00a0when well designed, and under the right conditions,\u00a0serious games\u00a0significantly enhanced student learning relative to nongame conditions. <\/span><\/p>\n<p><span style=\"color: #008000\">Zhonggen (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">2019<\/a>) found among the &#8216;\u00a0<em>huge number of findings in serious game assisted learning, most &#8230;are supportive, coupled with a few negative results<\/em>.&#8217; However, the main benefits tended to be in the affective domain (student &#8216;happiness&#8217; and improved social learning and communication) rather than in immediately\u00a0 improved cognitive learning outcomes, except in science (improved retention and holistic understanding), architecture and medicine\/health. In the latter, games helped children with autism to learn. Zhonggen reports: <\/span><\/p>\n<p><span style=\"color: #008000\">&#8216;<em>Generally, &#8230; medical science has recently witnessed clearly more studies on serious game assisted learning compared with other fields and most of studies in medical science supported use of serious games<\/em>.&#8217;<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.4<\/span> Examples of serious games<\/span><\/h2>\n<p><span style=\"color: #008000\">The Digital Education Strategies team (DES) at <span style=\"color: #0000ff\">Toronto Metropolitan University (formerly Ryerson University)<\/span> has participated in the development of several virtual games simulations including:<\/span><\/p>\n<p><span style=\"color: #008000\"><strong>Games-based learning<\/strong>: <span style=\"color: #0000ff\">Toronto Metropolitan University<\/span>&#8216;s Academic Integrity office, in collaboration with DES, developed a digital learning game called Academic Integrity in Space to motivate students to complete self-study training and to learn about the academic integrity, values and behaviours expected of students. The game development team&#8217;s objectives were to create a well-designed digital game to meet the learning objectives of making choices, learning by doing, and experiencing situations first-hand, through role-playing.<\/span><\/p>\n<figure id=\"attachment_28\" aria-describedby=\"caption-attachment-28\" style=\"width: 755px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/de.ryerson.ca\/games\/aio\/\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-285\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson.png\" alt=\"\" width=\"755\" height=\"399\" srcset=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson.png 1458w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-300x158.png 300w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-1024x541.png 1024w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-768x406.png 768w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-65x34.png 65w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-225x119.png 225w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Academic-Integrity-Game-Ryerson-350x185.png 350w\" sizes=\"auto, (max-width: 755px) 100vw, 755px\" \/><\/a><figcaption id=\"caption-attachment-28\" class=\"wp-caption-text\">Figure <span style=\"color: #0000ff\">9.2.2<\/span> Academic Integrity game, Ryerson University. Click on image to play game<\/figcaption><\/figure>\n<p><span style=\"color: #008000\"><strong>Video Game Simulation<\/strong>:\u00a0\u00a0A Home Visit game promotes the application of knowledge and skills related to establishing a therapeutic nurse-client relationship and completing a mental health assessment. Students assume the role of a community health nurse assigned to complete a home visit. Video is used to create an authentic experience, and students have to respond to particularly challenging situations, based on procedures taught elsewhere in the course. Depending on the student response, further video segments are used to provide feedback and to continue to scenarios to test the next appropriate procedure.\u00a0<\/span><\/p>\n<figure id=\"attachment_28\" aria-describedby=\"caption-attachment-28\" style=\"width: 755px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/mental-health\/game.html#\/video\/0\/0\/-1\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-286\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson.png\" alt=\"\" width=\"755\" height=\"391\" srcset=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson.png 1456w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-300x155.png 300w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-1024x530.png 1024w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-768x398.png 768w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-65x34.png 65w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-225x117.png 225w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Home-Visit-Ryerson-350x181.png 350w\" sizes=\"auto, (max-width: 755px) 100vw, 755px\" \/><\/a><figcaption id=\"caption-attachment-28\" class=\"wp-caption-text\"><span style=\"color: #0000ff\">Figure 9.2.3<\/span> Home visit video game, Ryerson University. Click on image to see video.<\/figcaption><\/figure>\n<p><span style=\"color: #008000\"><span style=\"color: #0000ff\">Instructors<\/span> from Centennial College, <span style=\"color: #0000ff\">Toronto Metropolitan University <\/span>and George Brown College <span style=\"color: #0000ff\">have developed<\/span> a series of open access video game simulations through a <a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/hospital\/\">virtual healthcare experience portal<\/a>.\u00a0<\/span><\/p>\n<figure id=\"attachment_1132\" aria-describedby=\"caption-attachment-1132\" style=\"width: 755px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/de.ryerson.ca\/games\/nursing\/hospital\/\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1132\" src=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-1024x523.png\" alt=\"\" width=\"755\" height=\"386\" srcset=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-1024x523.png 1024w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-300x153.png 300w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-768x392.png 768w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-1536x785.png 1536w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-2048x1046.png 2048w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-65x33.png 65w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-225x115.png 225w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Virtual-healthcare-experience-350x179.png 350w\" sizes=\"auto, (max-width: 755px) 100vw, 755px\" \/><\/a><figcaption id=\"caption-attachment-1132\" class=\"wp-caption-text\"><span style=\"color: #0000ff\">Figure 9.2.4 The Virtual Healthcare Experience (click on image to view)<\/span><\/figcaption><\/figure>\n<p><span style=\"color: #008000\"><strong>Gamification:\u00a0<\/strong>Kyle Geske, an instructor at Red River College, Winnipeg, has developed <a style=\"color: #008000\" href=\"https:\/\/teachonline.ca\/pockets-innovation\/games-based-approach-teaching-web-design-red-river-college-manitoba-canada\"><span style=\"color: #0000ff\">a<\/span> <span style=\"color: #0000ff\">games-based approach to teaching web design<\/span><\/a>. In his elective course on Full Stack Development of web sites, students have to design a project according to principles provided by the instructor. At each stage of the design process within the project students gain marks, and compete throughout the course with other students, who can see the marks at each stage for all the other students. A student can &#8216;level up&#8217; their mark by going back and improving on each of the steps of the design. This approach has resulted in an increase in the average end of course grade compared to the more traditional classroom methods. Note this course involves elements of gaming, such as competition, and &#8216;levelling up&#8217;, without using games themselves.<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.5<\/span> Designing serious games<\/span><\/h2>\n<p><span style=\"color: #008000\">Zhonggen&#8217;s review of the literature (<a href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">2019<\/a>) highlighted the importance of the following in effective games design:<\/span><\/p>\n<ul>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">backstory and production, <\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">realism, <\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">artificial intelligence and adaptivity, <\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">interaction,\u00a0<\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">feedback<\/span><span style=\"color: #008000\"> and debriefing,<\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">ease of use,<\/span><\/p>\n<\/li>\n<li>\n<p class=\"no-indent indent hanging-indent\"><span style=\"color: #008000\">surprises.\u00a0<\/span><\/p>\n<\/li>\n<\/ul>\n<p><span style=\"color: #008000\"><span style=\"color: #0000ff\">Building on<\/span> prior research, and under the leadership of Naza Djafarova, the Digital Education Strategies team (DES) at the G. Raymond Chang School for Continuing Education at <span style=\"color: #0000ff\">Toronto Metropolitan University<\/span>\u00a0developed <a href=\"https:\/\/de.ryerson.ca\/games\/research\/\">a practical design guide<\/a> for serious game-based learning, based on a games research process.\u00a0This guide\u00a0is an open educational resource and is designed to serve three purposes: <\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\">provide a conceptual framework to guide game design within multidisciplinary teams in higher education;<\/span><\/li>\n<li><span style=\"color: #008000\">offer a methodological guide to running a participatory workshop focused on the pre-production phase of the game development process;<\/span><\/li>\n<li><span style=\"color: #008000\">share resources by making the guide and the design of the workshop available as open educational resources.<\/span><\/li>\n<\/ul>\n<p class=\"p2\"><span style=\"color: #008000\">The games design methodology is an adaptation of the Design, Play, and Experience (DPE) Framework, developed by Winn (<a href=\"https:\/\/www.igi-global.com\/book\/handbook-research-effective-electronic-gaming\/459\">2009<\/a>). The game development process consists of three phases: <\/span><\/p>\n<ul>\n<li class=\"p2\"><span style=\"color: #008000\">the <b>pre-production phase<\/b>, during which brainstorming among team members takes place, leading to the design of a paper prototype of the game;<\/span><\/li>\n<li class=\"p2\"><span style=\"color: #008000\">the <b>production phase<\/b>, when the game is developed; and<\/span><\/li>\n<li class=\"p2\"><span style=\"color: #008000\">the <b>post-production phase<\/b>, during which the game is tested and refined before being offered to learners.<\/span><\/li>\n<\/ul>\n<p class=\"p2\"><span style=\"color: #008000\">The\u00a0Digital Education Strategies team utilized the Design, Play and Experience model to identify four essential educational game elements:<\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\"><b>Learning <\/b>refers to the content to be learned by players through the game with specific and measurable learning outcomes;<\/span><\/li>\n<li><span style=\"color: #008000\"><b>Storytelling <\/b>refers to the background story of the game and includes a description of the character(s), the setting, and the ultimate goal of the game;<\/span><\/li>\n<li><span style=\"color: #008000\"><b>Gameplay <\/b>refers to the way in which the player interacts with the game, or with other players (if a multiplayer game). It encapsulates the type of activity (e.g., puzzle, trivia, etc.) found in the game;<\/span><\/li>\n<li><span style=\"color: #068c37\">User Experience refers to the player\u2019s emotions and attitudes while playing the game, as well as how the player interacts with the game.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #008000\">Figure <span style=\"color: #0000ff\">9.2.5<\/span> provides a more detailed representation of the various components of the Ryerson serious game design methodology.<\/span><\/p>\n<figure id=\"attachment_28\" aria-describedby=\"caption-attachment-28\" style=\"width: 786px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-287\" src=\"https:\/\/pressbooks.bccampus.ca\/tonybates\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology.png\" alt=\"\" width=\"786\" height=\"672\" srcset=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology.png 786w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology-300x256.png 300w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology-768x657.png 768w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology-65x56.png 65w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology-225x192.png 225w, https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2021\/08\/Serious-game-design-methodology-350x299.png 350w\" sizes=\"auto, (max-width: 786px) 100vw, 786px\" \/><figcaption id=\"caption-attachment-28\" class=\"wp-caption-text\"><span style=\"color: #0000ff\">Figure 9.2.5<\/span> Serious game design methodology, from Djafarova er al., 2018<\/figcaption><\/figure>\n<p><span style=\"color: #008000\">The Digital Education Strategies&#8217; report suggests a workshop approach to serious games design, in which all the key stakeholders (content experts, instructional designers, media producers, and so forth) are involved. Brainstorming in the early stages of design is considered essential. Also built into the design is testing and user feedback before releasing the game.<\/span><\/p>\n<p><span style=\"color: #008000\">There are probably other effective design approaches, but the above approach highlights the essential multi-disciplinary approach of serious games design.<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\"><span style=\"color: #0000ff\">9.2.6<\/span> Unique educational characteristics of serious games<\/span><\/h2>\n<p><span style=\"color: #008000\">These still need to be clearly identified and validated, but two rather different claims are made for serious games: <\/span><\/p>\n<ul>\n<li><span style=\"color: #008000\">the first is that they can increase student motivation and engagement; <\/span><\/li>\n<li><span style=\"color: #008000\">the second is that games can be particularly useful for developing the following skills:<\/span>\n<ul>\n<li><span style=\"color: #008000\">problem solving<\/span><\/li>\n<li><span style=\"color: #008000\">communication skills<\/span><\/li>\n<li><span style=\"color: #008000\">decision-making<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p style=\"padding-left: 30px\"><span style=\"color: #008000\">within specific contexts that approximate to the real world.<\/span><\/p>\n<h2 style=\"text-align: left\"><span style=\"color: #008000\">9.2.7 Strengths and weaknesses<\/span><\/h2>\n<p><span style=\"color: #008000\">In terms of the hype cycle, serious games are somewhere along the slope of enlightenment. There is not the research yet to move them into the plateau of productivity, but there is enough evidence from practice that they are gaining traction in education.<\/span><\/p>\n<p><span style=\"color: #008000\">However, there are a number of reasons why serious games have not become more prevalent in education. The first is philosophical. There is resistance to the idea of games because some see serious games as an oxymoron. How can a game be serious? Many instructors fear that learning could easily be trivialised through games or that games can cover only a very limited part of what learning should be about \u2013 it can\u2019t all be fun; that is not the purpose of education. Similarly,\u00a0many professional game designers are not interested in developing serious games because they fear that if the primary goal is learning and not enjoyment, a focus on education risks killing the main element of a game: being fun to play.\u00a0<\/span><\/p>\n<p><span style=\"color: #008000\">A more pragmatic reason is cost and quality. The assumed high cost of video games has so far acted as a deterrent in education. There is no obvious business plan to justify the investment. The best selling video games for entertainment for instance cost millions of dollars to produce, on a scale similar to mainstream movies. If games are produced cheaply, won\u2019t the quality \u2013 in terms of production standards, narrative\/plot, visuals, and learner engagement \u2013 suffer, thus making them unattractive for learners?\u00a0 <\/span><\/p>\n<p><span style=\"color: #008000\">However, probably the main reason serious games are not more prevalent in education is that most educators simply do not know enough about serious games: what exists, how they can be used, nor how to design them. Experience suggests that\u00a0<\/span><span style=\"color: #008000\">there are many possible and realistic applications for serious games in education.\u00a0There is some evidence (see for instance, Arnab, <a href=\"https:\/\/onlinelibrary.wiley.com\/doi\/abs\/10.1111\/bjet.12113\">2014<\/a>) that effective serious games can be developed at very little cost. <\/span><\/p>\n<p><span style=\"color: #008000\">Nevertheless, there is always a high degree of risk in serious games design. There is no sure way of predicting in advance that a new game will be successful. Some low-cost simple games can work well; some expensively produced games can easily flop. This means careful testing and feedback during development.\u00a0So serious games should be more seriously considered for teaching in a digital age \u2013 but their application needs to be done carefully and professionally.<\/span><\/p>\n<p><span style=\"color: #008000\">Thus serious games are a relatively high risk, high return activity for teaching in a digital age. Success in serious games means building on best practices in games design, both within and outside education, sharing costs and experience, and collaboration between institutions and games development teams. However, as teaching in a digital age moves more and more towards high-level skills development, experiential learning, and problem-solving in real world contexts, serious games are bound to play an increasingly important role.<\/span><\/p>\n<h2><span style=\"color: #008000\">References<\/span><\/h2>\n<p><span style=\"color: #008000\">Anastasiadis, T. et al. (2018)\u00a0<a href=\"https:\/\/ijasre.net\/index.php\/ijasre\/article\/view\/814\">Digital Game-based Learning and Serious Games in Education<\/a> <em><span style=\"color: #0000ff\">International Journal of Advances in Scientific Research and Engineering<\/span><\/em>, Vol. 4, No. 12<\/span><\/p>\n<p><span style=\"color: #008000\">Arnab, S. et al. (2014)<span style=\"color: #0000ff\">\u00a0<a style=\"color: #0000ff\" href=\"https:\/\/onlinelibrary.wiley.com\/doi\/abs\/10.1111\/bjet.12113\">Mapping learning and game mechanics for serious games analysis<\/a><\/span>. <em>British Journal of Educational Technology<\/em>, Vol. 46, No. 2, pp 391\u2013411<\/span><\/p>\n<p><span style=\"color: #0000ff\">Clark, D. et al. (2016) <a href=\"https:\/\/journals.sagepub.com\/doi\/10.3102\/0034654315582065\">Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis<\/a> <em>Review of Educational Research,\u00a0<\/em>Vol. 86, No. 1<\/span><\/p>\n<p><span style=\"color: #008000\">Deterding, S. et al. (2011)\u00a0<span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"http:\/\/gamification-research.org\/wp-content\/uploads\/2011\/04\/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf\">Gamification: Using Game Design Elements in Non-Gaming Contexts<\/a><\/span> in\u00a0<em>PART 2-Proceedings of the 2011 annual conference extended abstracts on Human Factors in Computing Systems<\/em> Vancouver BC: CHI<\/span><\/p>\n<p><span style=\"color: #008000\">Dichev, C. and Dicheva Computers in Human D. (2017) <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/educationaltechnologyjournal.springeropen.com\/articles\/10.1186\/s41239-017-0042-5\">Gamifying education: what is known, what is believed and what remains uncertain: a critical review<\/a><\/span> <em>International Journal of Educational Technology in Higher Education<\/em>, Vol. 14, No. 9<\/span><\/p>\n<p><span style=\"color: #008000\">Djafarova, N. et el. (2018) <span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/de.ryerson.ca\/games\/research\/\"><em>The Art of Serious Game Design<\/em><\/a><\/span> Toronto ON: Chang School of Continuing Studies, Ryerson University<\/span><\/p>\n<p><span style=\"color: #0000ff\">Hamari, J., et al. (2016) <a href=\"https:\/\/www.researchgate.net\/publication\/280294047_Challenging_games_help_students_learn_An_empirical_study_on_engagement_flow_and_immersion_in_game-based_learning\">Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning<\/a> <em>Computers in Human Behavior<\/em>, Vol. 54<\/span><\/p>\n<p><span style=\"color: #008000\">Hunicke, R., LeBlanc, M., &amp; Zubek, R. (2004). MDA: <a style=\"color: #008000\" href=\"https:\/\/citeseerx.ist.psu.edu\/viewdoc\/download?doi=10.1.1.79.4561&amp;rep=rep1&amp;type=pdf\"><span style=\"color: #0000ff\">A formal approach to game design and game researc<\/span>h<\/a>, in <em>Proceedings of the Challenges in Game AI Workshop<\/em>, San Jose CA: Nineteenth National Conference on Artificial Intelligence<\/span><\/p>\n<p class=\"p2\"><span style=\"color: #008000\">Winn, B. (2009) &#8216;The design, play and experience framework&#8217;,\u00a0in R. Ferdig (Ed.)<a style=\"color: #008000\" href=\"https:\/\/www.igi-global.com\/book\/handbook-research-effective-electronic-gaming\/459\">, <span style=\"color: #0000ff\"><i>Handbook of research on effective electronic gaming in education<\/i>. <\/span><\/a>Hershey, PA: IGI Global (pp. 388\u2013401).<\/span><\/p>\n<p><span style=\"color: #008000\">Zhonggen, Y. (2019)\u00a0<span style=\"color: #0000ff\"><a style=\"color: #0000ff\" href=\"https:\/\/www.hindawi.com\/journals\/ijcgt\/2019\/4797032\/\">A Meta-Analysis of Use of Serious Games in Education over a Decade<\/a><\/span>, <em>International Journal of Computer Games Technology<\/em>, vol. 2019, Article ID 4797032<\/span><\/p>\n<div class=\"textbox textbox--exercises\">\n<header class=\"textbox__header\">\n<div class=\"textbox exercises\">\n<h3>Activity 9.2 Using and designing serious games<\/h3>\n<ol>\n<li>What are your views on serious games and gamification? Do you think they are useful approaches to teaching in a digital age, or are they just a gimmick that avoids the real challenges of learning, especially at a higher education level?<\/li>\n<li>Take a look at the <span style=\"color: #008000\"><span style=\"color: #0000ff\">Toronto Metropolitan University&#8217;s<\/span><\/span> &#8216;Art of Serious Games Design&#8217;. Is this a model that could be used at your institution?\u00a0 Who would lead this effort? With what learning goals or outcomes could this process help in your program? What would be the main barrier to doing this?<\/li>\n<li>What other approaches could be taken to getting serious games used in your teaching?<\/li>\n<\/ol>\n<p>Click on the podcast below for feedback on this activity.<\/p>\n<p><audio class=\"wp-audio-shortcode\" id=\"audio-288-1\" preload=\"none\" style=\"width: 100%;\" controls=\"controls\"><source type=\"audio\/mpeg\" src=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-2019-09-08-5.14-PM.mp3?_=1\" \/><a href=\"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-2019-09-08-5.14-PM.mp3\">https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-content\/uploads\/sites\/1475\/2019\/08\/Serious-games-2019-09-08-5.14-PM.mp3<\/a><\/audio><\/p>\n<\/div>\n<\/header>\n<\/div>\n","protected":false},"author":43,"menu_order":8,"comment_status":"open","ping_status":"closed","template":"","meta":{"pb_show_title":"on","pb_short_title":"","pb_subtitle":"","pb_authors":[],"pb_section_license":""},"chapter-type":[],"contributor":[],"license":[],"class_list":["post-288","chapter","type-chapter","status-publish","hentry"],"part":1188,"_links":{"self":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapters\/288","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapters"}],"about":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/types\/chapter"}],"author":[{"embeddable":true,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/users\/43"}],"replies":[{"embeddable":true,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/comments?post=288"}],"version-history":[{"count":23,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapters\/288\/revisions"}],"predecessor-version":[{"id":1790,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapters\/288\/revisions\/1790"}],"part":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/parts\/1188"}],"metadata":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapters\/288\/metadata\/"}],"wp:attachment":[{"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/media?parent=288"}],"wp:term":[{"taxonomy":"chapter-type","embeddable":true,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/pressbooks\/v2\/chapter-type?post=288"},{"taxonomy":"contributor","embeddable":true,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/contributor?post=288"},{"taxonomy":"license","embeddable":true,"href":"https:\/\/pressbooks.bccampus.ca\/teachinginadigitalagev3\/wp-json\/wp\/v2\/license?post=288"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}