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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
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
From niche applications 
to academic acceptance
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/
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)
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
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
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
From academic acceptance 
to the next generation
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
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
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
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
In conclusion…
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 …
Our current projects 
RAGE 
H2020 ICT2014-21ª 
Realising an Applied Gaming Eco-system
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

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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
  • 3. From niche applications to academic acceptance
  • 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
  • 9. From academic acceptance to the next generation
  • 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