Title
Evaluation of a cashier trainer
Author
Korteling, J.E.
Publication year
2012
Abstract
Potential users of serious gaming products (e.g. in education and companies) require useful and evidence-based games that are not only attractive and motivating, but also combine didactical surplus-value with cost-effectiveness. Knowledge on the combination of these major elements is still scarce, especially validation methods and measurement instruments to provide evidence for this surplus value. It is expected that the present practical translation of our GATE knowledge with regard to validation tools and best practices may result in more effectively designed games such as the Cashier Trainer developed by Jutten Simulation. These games include all major aspects of serious gaming such as didactics, motivation and cost-effectiveness and have high training potential. GATE - Final Publication 2012 - Growing knowledge for games - Results from the GATE Research Project
Subject
Gaming
Transfer of training
Training simulation
Social Impact of ICT
Information Society
Human
TPI - Training & Performance Innovations
BSS - Behavioural and Societal Sciences
To reference this document use:
http://resolver.tudelft.nl/uuid:35d4f56e-269a-47cf-9fa7-c46469aa5519
TNO identifier
452876
Source
Gate Magazine, 68-69
Document type
article