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SCHEMA: A Process for the Creation and Evaluation of Serious Games—A Systematic Review towards Sustainability

Author

Listed:
  • Alba Merino-Cajaraville

    (Department of Communication and Education, Universidad Loyola Andalucía, 41704 Dos Hermanas, Spain)

  • Salvador Reyes-de-Cózar

    (Department of Communication and Education, Universidad Loyola Andalucía, 41704 Dos Hermanas, Spain)

  • Pablo Navazo-Ostúa

    (Department of Communication and Education, Universidad Loyola Andalucía, 41704 Dos Hermanas, Spain)

Abstract

The Internet and technology have flooded all the activities of our daily lives, making digitalisation a reality. Education is no stranger to this reality and is beginning to incorporate new learning methodologies in the classroom. Methodologies such as game-based learning are presented as appropriate solutions for digital generations, leading the video game industry to produce in a less controlled way. Therefore, this research aims to systematise the scientific production of serious games by studying methodological models and processes for both the creation and evaluation of educational video games and identifying common patterns and differential elements. To this end, a systematic literature review of existing models was carried out under the PRISMA protocol. An initial sample of 13,692 articles was used to arrive at the 15 studies included in this review, following the eligibility criteria of the PICO model. The results show that, although there is a certain unanimity in the methodologies of the different authors, aspects, such as the iteration of the process or the inclusion of teachers in the creation of the video game, must be sufficiently considered. This review led to the creation of SCHEMA, a methodological model for designing serious games that incorporates these deficiencies.

Suggested Citation

  • Alba Merino-Cajaraville & Salvador Reyes-de-Cózar & Pablo Navazo-Ostúa, 2023. "SCHEMA: A Process for the Creation and Evaluation of Serious Games—A Systematic Review towards Sustainability," Sustainability, MDPI, vol. 15(16), pages 1-22, August.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:16:p:12351-:d:1216859
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    References listed on IDEAS

    as
    1. George R. G. Clarke, 2017. "From the Editor," The International Trade Journal, Taylor & Francis Journals, vol. 31(3), pages 215-216, May.
    2. George R. G. Clarke, 2017. "From the Editor," The International Trade Journal, Taylor & Francis Journals, vol. 31(1), pages 1-2, January.
    3. George R. G. Clarke, 2017. "From the Editor," The International Trade Journal, Taylor & Francis Journals, vol. 31(2), pages 103-104, March.
    4. Sergio J. Viudes-Carbonell & Francisco J. Gallego-Durán & Faraón Llorens-Largo & Rafael Molina-Carmona, 2021. "Towards an Iterative Design for Serious Games," Sustainability, MDPI, vol. 13(6), pages 1-13, March.
    5. George R. G. Clarke, 2017. "From the Editor," The International Trade Journal, Taylor & Francis Journals, vol. 31(4), pages 297-298, August.
    6. Salvador Reyes-de-Cózar & Marta Pérez-Escolar & Pablo Navazo-Ostúa, 2022. "Digital Competencies for New Journalistic Work in Media Outlets: A Systematic Review," Media and Communication, Cogitatio Press, vol. 10(1), pages 27-42.
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