Skip to main content

Challenges and Opportunities in Evaluating Learning in Serious Games: A Look at Behavioural Aspects

  • Conference paper
Serious Games Development and Applications (SGDA 2012)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7528))

Included in the following conference series:

Abstract

In this paper, we describe an approach to modelling competences as learning resources in a serious game environment, where competences are described in detail to identify observable behavioural indicators. This enables the evaluation and assessment of learning, where specific behaviours indicate if a player does or does not have a competence. We have used the OKEI Competence Modelling Framework to describe the competences, where the application of a competence in a specific situation or within a context can be modelled. The main focus of this paper is to analyse and discuss the opportunities and challenges that we have experienced during this work. While the approach is resources intensive to describe the competences in sufficient level of detail, it provides a reusable set of Behavioural Indicators that can be used both in designing and evaluating other Technology Enhanced Learning applications. Most importantly, the work provided important input for the design of the game scenarios in describing situations and relevant contextual information as well as input for improving the believability of the avatars in the game.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 54.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 72.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Andersen, B., Fradinho, M., Lefrere, P., Niitamo, V.P.: The Coming Revolution in Competence Development: Using Serious Games to Improve Cross-Cultural Skills. In: Ozok, A.A., Zaphiris, P. (eds.) OCSC 2009. LNCS, vol. 5621, pp. 413–422. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

  2. Kirkpatrick, D.L., Kirkpatrick, J.D.: Evaluating Training Programs, The Four Levels. Berrett-Koehler Publishers, San Francisco (2006)

    Google Scholar 

  3. TARGET: Deliverable D4.1 - Competence Portfolios (2011), http://www.reachyourtarget.org/index.php?option=com_content&view=article&id=156:d41-competence-portfolios&catid=15:public-deliverables&Itemid=43

  4. Cheetham, G., Chivers, G.: Professional Competence: Harmonizing Reflective Practitioner and Competence-based Approaches. In: O’Reilly, D., Cuningham, L., Lester, S. (eds.) The Capable Practitioner: Professional Capability Through Higher Education, pp. 215–226. Kogan Page Limited, London (1999)

    Google Scholar 

  5. Engeström, Y.: Learning by Expanding: An Activity-Theoretical Approach to Developmental Research. Orienta-KonsultitOy, Helsinki (1987)

    Google Scholar 

  6. Luckin, R.: Re-designing Learning Contexts. Routledge Taylor & Francis Group, London (2010)

    Google Scholar 

  7. Petersen, S.A., Heikura, T.: Modelling Project Management and Innovation Competences for Technology Enhanced Learning. In: Proceedings of the eChallenges 2010, Warsaw, Poland, pp. 1–9 (2010)

    Google Scholar 

  8. Csikszentmihalyi, M.: Flow: The psychology of optimal experience. Harper & Collins, New York (1990)

    Google Scholar 

  9. Bedek, M.A., Petersen, S.A., Heikura, T.: From Behavioral Indicators to Con-textualized Competence Assessment. In: Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies, Athens, United States, pp. 277–281 (2011)

    Google Scholar 

  10. Hall, T.: The hidden dimension. Doubleday Anchor, Garden City (1969)

    Google Scholar 

  11. Hayduk, L.A.: Personal space: An evaluative and orienting overview. Psychological Bulletin 55, 117–134 (1978)

    Article  Google Scholar 

  12. Hall, E.T.: Beyond Culture. Doubleday Anchor, New York (1977)

    Google Scholar 

  13. Bull, S.: Supporting learning with open learner models. In: Proceedings of the 4th Hellenic Conference on Information and Communication Technologies in Education, Athens, Greece, pp. 47–61 (2004)

    Google Scholar 

  14. Mitrović, A., Martin, B.: Evaluating the Effects of Open Student Models on Learning. In: De Bra, P., Brusilovsky, P., Conejo, R. (eds.) AH 2002. LNCS, vol. 2347, pp. 296–305. Springer, Heidelberg (2002)

    Chapter  Google Scholar 

  15. Cowley, B., Bedek, M.A., Ribeiro, C.S., Heikura, T., Petersen, S.A.: The QUARTIC process model to support serious games development for contextu-alized competence-based learning and assessment. In: Cruz-Cunha, M.M. (ed.) Handbook of Research on Serious Games as Educational, Business, and Research Tools: Development and Design. IGI Global Publishers, Hershey (2012)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Petersen, S.A., Bedek, M.A. (2012). Challenges and Opportunities in Evaluating Learning in Serious Games: A Look at Behavioural Aspects. In: Ma, M., Oliveira, M.F., Hauge, J.B., Duin, H., Thoben, KD. (eds) Serious Games Development and Applications. SGDA 2012. Lecture Notes in Computer Science, vol 7528. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33687-4_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33687-4_19

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33686-7

  • Online ISBN: 978-3-642-33687-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics