Getting Serious about Validating Serious Games
Thomas Reeves, The University of Georgia, United States ; Howard Champion, Dwight Meglan, SimQuest LLC, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Orlando, Florida, USA ISBN 978-1-880094-83-9 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Serious games are being widely developed and used for education and training across many sectors including continuing medical education, military training, K-12 education, higher education, and corporate training. The technological advances such as virtual reality and haptic interfaces that enable serious games to be widely accessible to support learning are impressive. However, the validity of serious games has not been given sufficient attention, primarily because existing guidelines and procedures for validating serious games are grounded in validation methods originally developed for psychometric tests and other forms of assessment. In this paper, traditional approaches to validating games for learning are reviewed and found to be inadequate for contemporary development and use of serious games. To respond to this problem, a new set of seven guidelines for developing and validating serious games is presented. The paper concludes with a call for the integration of rigorous validation procedures into the science, engineering, and/or craft of serious game design.
Reeves, T., Champion, H. & Meglan, D. (2010). Getting Serious about Validating Serious Games. In J. Sanchez & K. Zhang (Eds.), Proceedings of E-Learn 2010--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2101-2107). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).
© 2010 Association for the Advancement of Computing in Education (AACE)