The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with evaluations of these games. The evaluations illustrate the different evaluation methods, along with an assessment of how well the evaluation method performed. Finally, the chapter discusses the lessons learned and compares the experiences with the evaluation methods and their transferability to other games.
|Title of host publication||Gamification|
|Subtitle of host publication||Concepts, Methodologies, Tools, and Applications|
|Number of pages||27|
|ISBN (Print)||9781466682009, 1466682000|
|Publication status||Published - 2015|
ASJC Scopus subject areas
- Computer Science(all)