A Review of Adaptable Serious Games Applied to Professional Training

Detalhes bibliográficos
Autor(a) principal: Pistono, Alvaro Marcos Antonio de Araujo
Data de Publicação: 2021
Outros Autores: Santos, Arnaldo Manuel Pinto, Baptista, Ricardo José Vieira
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/jdmi.v4i11.26419
Resumo: Serious Games have been used in professional training to increase employee engagement and improve training initiatives. This review intends to identify the application of Serious Games in professional training and how these games have been developed, evaluated, and adapted to relate to the learning outcomes. It aims to map the use of Serious Games in professional training, verifying which forms of adaptation are used, learning outcomes, and models and frameworks of Serious Games that include game elements. Different learning outcomes associated with Serious Games were identified, in the general context and professional training, with knowledge acquisition being the most investigated result and questionnaires the most used type of assessment. It was found that several technologies are used in the adaptation of Serious Games. This literature review highlighted gaps in Serious Games research, especially in adaptive games applied in the context of professional training, such as the absence of frameworks for adaptive Serious Games and the lack of a framework for Serious Games that relates game elements to learning outcomes.
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spelling A Review of Adaptable Serious Games Applied to Professional TrainingSerious Games have been used in professional training to increase employee engagement and improve training initiatives. This review intends to identify the application of Serious Games in professional training and how these games have been developed, evaluated, and adapted to relate to the learning outcomes. It aims to map the use of Serious Games in professional training, verifying which forms of adaptation are used, learning outcomes, and models and frameworks of Serious Games that include game elements. Different learning outcomes associated with Serious Games were identified, in the general context and professional training, with knowledge acquisition being the most investigated result and questionnaires the most used type of assessment. It was found that several technologies are used in the adaptation of Serious Games. This literature review highlighted gaps in Serious Games research, especially in adaptive games applied in the context of professional training, such as the absence of frameworks for adaptive Serious Games and the lack of a framework for Serious Games that relates game elements to learning outcomes.DigiMedia | University of Aveiro2021-12-31T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/jdmi.v4i11.26419oai:proa.ua.pt:article/26419Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 60-85Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 60-852184-3120reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://proa.ua.pt/index.php/jdmi/article/view/26419https://doi.org/10.34624/jdmi.v4i11.26419https://proa.ua.pt/index.php/jdmi/article/view/26419/19801Copyright (c) 2021 Alvaro Marcos Antonio de Araujo Pistono, Arnaldo Manuel Pinto Santos, Ricardo José Vieira Baptistahttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessPistono, Alvaro Marcos Antonio de AraujoSantos, Arnaldo Manuel PintoBaptista, Ricardo José Vieira2022-09-06T09:08:42Zoai:proa.ua.pt:article/26419Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:27:11.573451Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A Review of Adaptable Serious Games Applied to Professional Training
title A Review of Adaptable Serious Games Applied to Professional Training
spellingShingle A Review of Adaptable Serious Games Applied to Professional Training
Pistono, Alvaro Marcos Antonio de Araujo
title_short A Review of Adaptable Serious Games Applied to Professional Training
title_full A Review of Adaptable Serious Games Applied to Professional Training
title_fullStr A Review of Adaptable Serious Games Applied to Professional Training
title_full_unstemmed A Review of Adaptable Serious Games Applied to Professional Training
title_sort A Review of Adaptable Serious Games Applied to Professional Training
author Pistono, Alvaro Marcos Antonio de Araujo
author_facet Pistono, Alvaro Marcos Antonio de Araujo
Santos, Arnaldo Manuel Pinto
Baptista, Ricardo José Vieira
author_role author
author2 Santos, Arnaldo Manuel Pinto
Baptista, Ricardo José Vieira
author2_role author
author
dc.contributor.author.fl_str_mv Pistono, Alvaro Marcos Antonio de Araujo
Santos, Arnaldo Manuel Pinto
Baptista, Ricardo José Vieira
description Serious Games have been used in professional training to increase employee engagement and improve training initiatives. This review intends to identify the application of Serious Games in professional training and how these games have been developed, evaluated, and adapted to relate to the learning outcomes. It aims to map the use of Serious Games in professional training, verifying which forms of adaptation are used, learning outcomes, and models and frameworks of Serious Games that include game elements. Different learning outcomes associated with Serious Games were identified, in the general context and professional training, with knowledge acquisition being the most investigated result and questionnaires the most used type of assessment. It was found that several technologies are used in the adaptation of Serious Games. This literature review highlighted gaps in Serious Games research, especially in adaptive games applied in the context of professional training, such as the absence of frameworks for adaptive Serious Games and the lack of a framework for Serious Games that relates game elements to learning outcomes.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-31T00:00:00Z
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dc.identifier.uri.fl_str_mv https://doi.org/10.34624/jdmi.v4i11.26419
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url https://doi.org/10.34624/jdmi.v4i11.26419
identifier_str_mv oai:proa.ua.pt:article/26419
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/jdmi/article/view/26419
https://doi.org/10.34624/jdmi.v4i11.26419
https://proa.ua.pt/index.php/jdmi/article/view/26419/19801
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dc.publisher.none.fl_str_mv DigiMedia | University of Aveiro
publisher.none.fl_str_mv DigiMedia | University of Aveiro
dc.source.none.fl_str_mv Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 60-85
Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 60-85
2184-3120
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