Publication | Open Access
Measuring the Effectiveness of Learning with Serious Games in Corporate Training
15
Citations
13
References
2012
Year
Video Game DevelopmentEducationSimulation Video GameGame FeaturesLearning-by-doingLearning In GamesLearning OrganizationManagementSerious GamesEducational GameGame DesignLearning SciencesGamificationGame BuildersGame AnalyticsStrategyLearning AnalyticsLearning MethodologyStrategic ManagementCorporate TrainingBusinessBusiness StrategyKnowledge Management
Existing evaluation models are examined to verify their applicability to modern knowledge‑economy organizations. This paper discusses metrics for measuring the effectiveness of learning with serious games in corporate training. The authors propose metrics that consider stakeholders—employees, employers, and management—and link game features such as immersion to learning effectiveness. Such metrics enable early assessment of a game's suitability for training, reducing the risks of poor design and lowering development costs.
This paper discusses metrics for the effectiveness of learning of serious games in corporate training. Existing evaluation models are examined in order to verify their applicability to modern organizations in the knowledge economy. Designing metrics for learning requires taking into account different stakeholders, such as the employees, the employers and the management for the financial side. Game builders can also benefit from metrics that relate known game features, such as immersion, to learning effectiveness. Such metrics would allow an early assessment of the suitability of a game for training, thereby reducing the consequences of a wrong design and the development costs.
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