Study design and data gathering guide for serious games' evaluation

Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Millar Ritchie

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

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.

Original languageEnglish
Title of host publicationGamification
Subtitle of host publicationConcepts, Methodologies, Tools, and Applications
PublisherIGI Global
Pages425-451
Number of pages27
Volume1
ISBN (Electronic)9781466682016
ISBN (Print)9781466682009, 1466682000
DOIs
Publication statusPublished - 2015

ASJC Scopus subject areas

  • Computer Science(all)

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  • Cite this

    Hauge, J. B., Boyle, E., Mayer, I., Nadolski, R., Riedel, J. C. K. H., Moreno-Ger, P., Bellotti, F., Lim, T., & Ritchie, J. M. (2015). Study design and data gathering guide for serious games' evaluation. In Gamification: Concepts, Methodologies, Tools, and Applications (Vol. 1, pp. 425-451). IGI Global. https://doi.org/10.4018/978-1-4666-8200-9.ch021