2024
Authors
Baptista, R; Coelho, A; de Carvalho, CV;
Publication
COMPUTERS
Abstract
The potential of digital games, when transformed into Serious Games (SGs), Games for Learning (GLs), or game-based learning (GBL), is truly inspiring. These forms of games hold immense potential as effective learning tools as they have a unique ability to provide challenges that align with learning objectives and adapt to the learner's level. This adaptability empowers educators to create a flexible and customizable learning experience, crucial in acquiring knowledge, experience, and professional skills. However, the lack of a standardised design methodology for challenges that promote skill acquisition often hampers the effectiveness of games-based training. The four-step Triadic Certification Method directly responds to this challenge, although implementing it may require significant resources and expertise and adapting it to different training contexts may be challenging. This method, built on a triadic of components: competencies, mechanics, and training levels, offers a new approach for game designers to create games with embedded in-game assessment towards the certification of competencies. The model combines the competencies defined for each training plan with the challenges designed for the game on a matrix that aligns needs and levels, ensuring a comprehensive and practical learning experience. The practicality of the model is evident in its ability to balance the various components of a certification process. To validate this method, a case study was developed in the context of learning how to drive, supported by a game coupled with a realistic driving simulator. The real time collection of game and training data and its processing, based on predefined settings, learning metrics (performance) and game elements (mechanics and parameterisations), defined by both experts and game designers, makes it possible to visualise the progression of learning and to give visual and auditory feedback to the student on their behaviour. The results demonstrate that it is possible use the data generated by the player and his/her interaction with the game to certify the competencies acquired.
2017
Authors
Ricardo José Vieira Baptista;
Publication
Abstract
2021
Authors
Oliveira, André; Gomes, António Alberto; Baptista, Ricardo;
Publication
Abstract
2021
Authors
Pistono, AMAA; Santos, A; Baptista, RJV;
Publication
Atas da Conferencia da Associacao Portuguesa de Sistemas de Informacao
Abstract
Serious Games have been used in professional training to increase employee engagement and improve the results of training initiatives in this context. This work intends to investigate the influence of game elements, in adaptable Serious Games, according to the users' interactions, in the increase of engagement in the game itself and, as the main objective, in the learning outcomes and the transfer of the acquired knowledge and practised skills to activities in the daily work. Using the Design Science Research methodology, this study is intended to develop a framework for the development and evaluation of Serious Games to improve the user experience, the learning outcomes, the transfer of knowledge to work situations, and the application of skills practised in the game in real professional scenarios. © 2021 Associacao Portuguesa de Sistemas de Informacao. All rights reserved.
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