Title
The game-based learning evaluation model (GEM): Measuring the effectiveness of serious games using a standardised method
Author
Oprins, E.A.P.B.
Visschedijk, G.C.
Bakhuys Roozeboom, M.M.C.
Dankbaar, M.
Trooster, W.
Schuit, S.C.E.
Publication year
2015
Abstract
This article describes the background, design, and practical application of the game-based evaluation model (GEM). The aim of this evaluation model is to measure the effectiveness of serious games in a practical way. GEM contains the methodology and indicators to be measured in validation research. Measuring generic learning and design indicators makes it possible to apply GEM on multiple games. Results provide insight in the reasons why serious games are effective. This evidence will help serious gaming designers to improve their games. Three empirical studies based on various serious games applied in different contexts show how GEM can be practically used and how these studies have contributed to the improvement of GEM.
Subject
Human & Operational Modelling Life
TPI - Training & Performance Innovations WHC - Work, Health and Care
ELSS - Earth, Life and Social Sciences
Safety and Security
Virtual environments and Gaming
Defence, Safety and Security
Applied gaming
Educational games
Educational technology
Effectiveness research
Evaluation framework
Evaluation models
Evidence-based
Game-based learning
Serious gaming
Validation
Generic learning
Design indicators
Multiple games
Game design
To reference this document use:
http://resolver.tudelft.nl/uuid:f58127d6-4d6a-4d12-b470-1cb8b50dc6c3
DOI
https://doi.org/10.1504/ijtel.2015.074189
TNO identifier
562837
Source
International Journal of Technology Enhanced Learning, 7 (4), 326-345
Document type
article