In recent years, there has been a growing interest in digital games in the educational community. Today, serious gaming is a powerful learning and teaching tool. However, the most important limitation to the pedagogical use of this tool is the appropriateness of the choice of game to be used in the classroom. The process of adopting a game-based pedagogy also requires the teacher to be supported by tools that facilitate the understanding and effective implementation of this strategy in a specific learning situation, in order to offer learners games that meet their pedagogical needs. In this context, we describe in this paper a scale for measuring the ludic and pedagogic effectiveness of a serious game. This scale enables the teacher to gather precise and exhaustive information on the level of compliance of the serious game content with a specific learning context so that it can be accepted and implemented effectively in the classroom.

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Measuring the Effectiveness of Serious Games Intended for Use in Teaching

  • Farida Bouroumane,
  • Mustapha Abarkan

摘要

In recent years, there has been a growing interest in digital games in the educational community. Today, serious gaming is a powerful learning and teaching tool. However, the most important limitation to the pedagogical use of this tool is the appropriateness of the choice of game to be used in the classroom. The process of adopting a game-based pedagogy also requires the teacher to be supported by tools that facilitate the understanding and effective implementation of this strategy in a specific learning situation, in order to offer learners games that meet their pedagogical needs. In this context, we describe in this paper a scale for measuring the ludic and pedagogic effectiveness of a serious game. This scale enables the teacher to gather precise and exhaustive information on the level of compliance of the serious game content with a specific learning context so that it can be accepted and implemented effectively in the classroom.