Skip to main content
Top

2022 | OriginalPaper | Chapter

10 Commandments of the Serious Game Padawan: Lessons Learned After 4 Years of Professional Training

Authors : Iza Marfisi-Schottman, Longeon Tomas, Furnon Cindy, Marne Bertrand

Published in: Games and Learning Alliance

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Serious Games (SGs) offer advantages for learning but yet, their use in classrooms is still very marginal. The design of SGs by teachers themselves seems to be a viable solution to develop their use since they are in demand of training on the subject. However, the creation of SGs ideally involves the close collaboration of several experts: pedagogical experts (teacher), game designers, graphic designers and developers for digital SGs. However, schools rarely have the means to hire such teams and teachers find themselves leading this project alone. What advice can be given to these teachers? In this paper, we propose the 10 commandments of the SG padawan, based on our experience in training more than 86 teachers in higher education on the subject and accompanying them in the creation of 21 digital and non-digital SGs.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Kiili, K., Ketamo, H.: Evaluating cognitive and affective outcomes of a digital game-based math test. IEEE Trans. Learn. Technol. 11(2), 255–263 (2017)CrossRef Kiili, K., Ketamo, H.: Evaluating cognitive and affective outcomes of a digital game-based math test. IEEE Trans. Learn. Technol. 11(2), 255–263 (2017)CrossRef
3.
go back to reference Dondlinger, M.J.: Educational video game design: a review of the literature. J. Appl. Educ. Technol. 4, 21–31 (2007) Dondlinger, M.J.: Educational video game design: a review of the literature. J. Appl. Educ. Technol. 4, 21–31 (2007)
4.
go back to reference Hallifax, S., Lavoué, E., Serna, A.: To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners’ behaviours and motivation. In: Bittencourt, I.I., Cukurova, M., Muldner, K., Luckin, R., Millán, E. (eds.) AIED 2020. LNCS (LNAI), vol. 12163, pp. 216–227. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-52237-7_18CrossRef Hallifax, S., Lavoué, E., Serna, A.: To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners’ behaviours and motivation. In: Bittencourt, I.I., Cukurova, M., Muldner, K., Luckin, R., Millán, E. (eds.) AIED 2020. LNCS (LNAI), vol. 12163, pp. 216–227. Springer, Cham (2020). https://​doi.​org/​10.​1007/​978-3-030-52237-7_​18CrossRef
5.
go back to reference Ryan, M., Costello, B., Stapleton, A.: Deep learning games through the lens of the toy. In: Meaningful Play 2012, East Lansing, USA, pp. 1–29. Michigan State University (2012) Ryan, M., Costello, B., Stapleton, A.: Deep learning games through the lens of the toy. In: Meaningful Play 2012, East Lansing, USA, pp. 1–29. Michigan State University (2012)
6.
go back to reference Ruggiero, D., Watson, W.: Engagement through praxis in educational game design: common threads. Simul. Gaming 45, 471–490 (2014)CrossRef Ruggiero, D., Watson, W.: Engagement through praxis in educational game design: common threads. Simul. Gaming 45, 471–490 (2014)CrossRef
7.
go back to reference Marne, B., Carron, T., Labat, J.-M., et al.: MoPPLiq: a model for pedagogical adaptation of serious game scenarios. In: Proceedings of the International Conference on Advanced Learning Technologies, ICALT, Beijing, China, pp. 291–293 (2013) Marne, B., Carron, T., Labat, J.-M., et al.: MoPPLiq: a model for pedagogical adaptation of serious game scenarios. In: Proceedings of the International Conference on Advanced Learning Technologies, ICALT, Beijing, China, pp. 291–293 (2013)
8.
go back to reference Marne, B., Wisdom, J., Huynh-Kim-Bang, B., Labat, J.-M.: The six facets of serious game design: a methodology enhanced by our design pattern library. In: Ravenscroft, A., Lindstaedt, S., Kloos, C.D., Hernández-Leo, D. (eds.) EC-TEL 2012. LNCS, vol. 7563, pp. 208–221. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33263-0_17CrossRef Marne, B., Wisdom, J., Huynh-Kim-Bang, B., Labat, J.-M.: The six facets of serious game design: a methodology enhanced by our design pattern library. In: Ravenscroft, A., Lindstaedt, S., Kloos, C.D., Hernández-Leo, D. (eds.) EC-TEL 2012. LNCS, vol. 7563, pp. 208–221. Springer, Heidelberg (2012). https://​doi.​org/​10.​1007/​978-3-642-33263-0_​17CrossRef
9.
go back to reference Vanden Abeele, V., et al.: P-III: a player-centered, iterative, interdisciplinary and integrated framework for serious game design and development. In: De Wannemacker, S., Vandercruysse, S., Clarebout, G. (eds.) ITEC/CIP/T 2011. CCIS, vol. 280, pp. 82–86. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33814-4_14CrossRef Vanden Abeele, V., et al.: P-III: a player-centered, iterative, interdisciplinary and integrated framework for serious game design and development. In: De Wannemacker, S., Vandercruysse, S., Clarebout, G. (eds.) ITEC/CIP/T 2011. CCIS, vol. 280, pp. 82–86. Springer, Heidelberg (2012). https://​doi.​org/​10.​1007/​978-3-642-33814-4_​14CrossRef
12.
go back to reference El Mawas, N.: An architecture for co-designing participatory and knowledge-intensive serious games: ARGILE. In: Proceedings of the International Conference on Collaboration Technologies and Systems, CTS, pp. 387–394 (2014) El Mawas, N.: An architecture for co-designing participatory and knowledge-intensive serious games: ARGILE. In: Proceedings of the International Conference on Collaboration Technologies and Systems, CTS, pp. 387–394 (2014)
13.
go back to reference El-Nasr, M.S., Smith, B.K.: Learning through game modding. Comput. Entertain. 4(1), Article 3B 7–es (2006) El-Nasr, M.S., Smith, B.K.: Learning through game modding. Comput. Entertain. 4(1), Article 3B 7–es (2006)
14.
go back to reference Švábenský, V., Vykopal, J., Cermak, M., et al.: Enhancing cybersecurity skills by creating serious games. In: Proceedings of the Conference on Innovation and Technology in Computer Science Education, pp. 194–199. Association for Computing Machinery, New York (2018) Švábenský, V., Vykopal, J., Cermak, M., et al.: Enhancing cybersecurity skills by creating serious games. In: Proceedings of the Conference on Innovation and Technology in Computer Science Education, pp. 194–199. Association for Computing Machinery, New York (2018)
15.
go back to reference Arnab, S., et al.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 46, 391–411 (2015)CrossRef Arnab, S., et al.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 46, 391–411 (2015)CrossRef
16.
go back to reference Kelle, S., Klemke, R., Specht, M.: Design patterns for learning games. Int. J. Technol. Enhanced Learn. 3, 555–569 (2011)CrossRef Kelle, S., Klemke, R., Specht, M.: Design patterns for learning games. Int. J. Technol. Enhanced Learn. 3, 555–569 (2011)CrossRef
17.
go back to reference Guigon, G., Humeau, J., Vermeulen, M.: A model to design learning escape games: SEGAM. In: Proceedings of the International Conference on Computer Supported Education, Funchal, Madeira, Portugal, pp. 191–197. Scitepress - Science and Technology Publications (2018) Guigon, G., Humeau, J., Vermeulen, M.: A model to design learning escape games: SEGAM. In: Proceedings of the International Conference on Computer Supported Education, Funchal, Madeira, Portugal, pp. 191–197. Scitepress - Science and Technology Publications (2018)
19.
go back to reference Marczewski, M.A.C.: Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform, UK (2015) Marczewski, M.A.C.: Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform, UK (2015)
20.
go back to reference Lederman, L.: Debriefing: toward a systematic assessment of theory and practice. Simul. Gaming 23, 145–160 (1992)CrossRef Lederman, L.: Debriefing: toward a systematic assessment of theory and practice. Simul. Gaming 23, 145–160 (1992)CrossRef
Metadata
Title
10 Commandments of the Serious Game Padawan: Lessons Learned After 4 Years of Professional Training
Authors
Iza Marfisi-Schottman
Longeon Tomas
Furnon Cindy
Marne Bertrand
Copyright Year
2022
DOI
https://doi.org/10.1007/978-3-031-22124-8_7

Premium Partner