FABLE: A New Horizon in Digital Learning and Serious Game Design

Detalhes bibliográficos
Autor(a) principal: Reyes-de-Cózar, Salvador
Data de Publicação: 2024
Outros Autores: Merino-Cajaraville, Alba
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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spelling 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
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