Serious games a journey from research to application 2014 frontiers in education ieee
1. Serious games: A journey from
research to application
Frontiers In Education 2014
Pablo Moreno-Ger, Iván Martínez-Ortiz, Manuel
Freire, Borja Manero, Baltasar Fernandez-Manjon
Baltasar Fernández Manjón
balta@fdi.ucm.es
@BaltaFM
Madrid
October 23rd, 2014
2. A turning point in research
Early days (niche applications)
Exciting but small
Field-specific acceptance (e.g. military, medicine)
Today (academic acceptance)
NMC 2013/2014 Horizon Report
European Projects - H2020 ICT2014-21ª
Next few years (future serious games)
New paradigms
New technologies RAGE H2020 ICT2014-21ª
Realising an Applied Gaming Eco-system
4. From niche to acceptance
Authoring and engineering
Instructor-oriented development processes
Better understanding of educational game design
New methodologies
New authoring tools
http://e-adventure.e-ucm.es/
5. From niche to acceptance
Stronger scientific foundations
Demonstrate power and scalability, not only potential
Solid research on learning effectiveness
Outstanding results in many fields
Military
Healthcare
Language learning
History
Math
Soft-skills (e.g. leadership)
6. From niche to acceptance
Assessment and evaluation
Assessment of serious games
Learning effectiveness
Usability
Acceptance
Assessment with serious games
Using games as tests
Game-based exams
7. From niche to acceptance
Adaptive learning
Personalized learning
Games as a source of adaptation information
Outcomes
Detailed interactions
Games as an adaptive medium
A very flexible (and complex) learning medium
8. From niche to acceptance
Standardization of game-based content
An important requirement to affordability
Development cost
Protecting the investment
Applying lessons learned from e-Learning standards
There are some limitations
Ongoing work to improve serious games standardization
10. Fromacceptance to the future
Stealth assessment
Assessing games is still an open issue
Technical limitations
Complex tasks
Games as intelligent assessment instruments
Non-disruptive assessment
Transparent grading based on analyzing interactions
11. Fromacceptance to the future
Learning Analytics
Ongoing research applying, Big Data, Business
Intelligence and Web Analytics techniques in eLearning
MOOCs
The opportunities in serious games are even bigger
More complex interactions
Much bigger data sets per user
12. Fromacceptance to the future
Accessibility
Learning as a Universal Human Right
But serious games are rarely accessible
We need a new generation of accessible serious games
Adapted input/output
Adapted design
13. Fromacceptance to the future
Mobile gaming, new devices
Inmensely rapid mobile expansion and evolution
Many devices
Many platforms
Many changes
Bring Your Own Device (BYOD)
New models based on students using their own devices
Requires support for heterogeneous platforms
Games across devices
15. Interesting times
We are in the middle of a major generation leap in
serious games.
Exciting challenges, significant opportunities.
Research today to shape serious games in 4 years
The next generation may be the first one to be widely
adopted
Role of games in new educational scenarios (MOOCs)
It may be the last chance too…
We will be working on it …
16. Our current projects
RAGE
H2020 ICT2014-21ª
Realising an Applied Gaming Eco-system
17. Serious games: A journey from
research to application
Frontiers In Education 2014
Pablo Moreno-Ger, Iván Martínez-Ortiz, Manuel
Freire, Borja Manero, Baltasar Fernandez-Manjon
Baltasar Fernández Manjón
balta@fdi.ucm.es
@BaltaFM
Madrid
October 23rd, 2014