FABLE: A New Horizon in Digital Learning and Serious Game Design
Autor(a) principal: | |
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Data de Publicação: | 2024 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.17645/mac.8647 |
Resumo: | Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game. |
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FABLE: A New Horizon in Digital Learning and Serious Game Designeducational technology; game-based learning; ICT; interactive learning; serious games; video gamesSerious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game.Cogitatio Press2024-09-02info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.8647https://doi.org/10.17645/mac.8647Media and Communication; Vol 13 (2025): Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies2183-243910.17645/mac.i460reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/8647https://www.cogitatiopress.com/mediaandcommunication/article/view/8647/3894Reyes-de-Cózar, SalvadorMerino-Cajaraville, Albainfo:eu-repo/semantics/openAccess2024-11-28T17:45:19Zoai:ojs.cogitatiopress.com:article/8647Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-11-28T17:45:19Repositório 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 |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
title |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
spellingShingle |
FABLE: A New Horizon in Digital Learning and Serious Game Design Reyes-de-Cózar, Salvador educational technology; game-based learning; ICT; interactive learning; serious games; video games |
title_short |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
title_full |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
title_fullStr |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
title_full_unstemmed |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
title_sort |
FABLE: A New Horizon in Digital Learning and Serious Game Design |
author |
Reyes-de-Cózar, Salvador |
author_facet |
Reyes-de-Cózar, Salvador Merino-Cajaraville, Alba |
author_role |
author |
author2 |
Merino-Cajaraville, Alba |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Reyes-de-Cózar, Salvador Merino-Cajaraville, Alba |
dc.subject.por.fl_str_mv |
educational technology; game-based learning; ICT; interactive learning; serious games; video games |
topic |
educational technology; game-based learning; ICT; interactive learning; serious games; video games |
description |
Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game. |
publishDate |
2024 |
dc.date.none.fl_str_mv |
2024-09-02 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.8647 https://doi.org/10.17645/mac.8647 |
url |
https://doi.org/10.17645/mac.8647 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/8647 https://www.cogitatiopress.com/mediaandcommunication/article/view/8647/3894 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio Press |
publisher.none.fl_str_mv |
Cogitatio Press |
dc.source.none.fl_str_mv |
Media and Communication; Vol 13 (2025): Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies 2183-2439 10.17645/mac.i460 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
_version_ |
1817548559815278592 |