IDEAS home Printed from https://ideas.repec.org/a/sae/simgam/v46y2015i1p40-67.html

Keep It Simple

Author

Listed:
  • Roland Klemke
  • Peter van Rosmalen
  • Stefaan Ternier
  • Wim Westera

Abstract

Background. Despite the continuous and abundant growth of the game market the uptake of serious games in education has been limited. Games require complex technologies and are difficult to organise and to embed in the curriculum. Aim. This article explores to what extent game templates and game authoring processes can be designed so that they can easily be adopted and adapted by teachers while only using openly available tools. Method. It discusses the design and first evaluation of two game platforms: ARGUMENT, based on a wiki, and ARLEARN, a toolkit based on openly available Google technologies. ARGUMENT is a text-based game challenging students to take a position on a given topic. ARLEARN offers an explicit mobile and virtual gameplay environment and a defined authoring process to create game scripts. Results. ARGUMENT and ARLEARN have been evaluated in four small-scale studies, where educators designed game scenarios and students played the resulting games. Conclusions. The results indicate that both tools are useful instruments that can be operated by teachers to build games and game-alike educational activities and, additionally, are a valuable step to gain experience with serious games.

Suggested Citation

  • Roland Klemke & Peter van Rosmalen & Stefaan Ternier & Wim Westera, 2015. "Keep It Simple," Simulation & Gaming, , vol. 46(1), pages 40-67, February.
  • Handle: RePEc:sae:simgam:v:46:y:2015:i:1:p:40-67
    DOI: 10.1177/1046878115591249
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/1046878115591249
    Download Restriction: no

    File URL: https://libkey.io/10.1177/1046878115591249?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Kenneth R. Goosen & Ron Jensen & Robert Wells, 2001. "Purpose and Learning Benefits of Simulations: A Design and Development Perspective," Simulation & Gaming, , vol. 32(1), pages 21-39, March.
    2. Margaret Oertig, 2010. "Debriefing in Moodle: Written feedback on trust and knowledge sharing in a social dilemma game," Simulation & Gaming, , vol. 41(3), pages 374-389, June.
    3. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Bradley E. Wiggins, 2012. "Toward a Model for Intercultural Communication in Simulations," Simulation & Gaming, , vol. 43(4), pages 550-572, August.
    2. Cindy L. Kovalik & Chia-Ling Kuo, 2012. "Innovation Diffusion," Simulation & Gaming, , vol. 43(6), pages 803-824, December.
    3. Timothy C. Clapper, 2014. "Situational Interest and Instructional Design," Simulation & Gaming, , vol. 45(2), pages 167-182, April.
    4. Jonna Koponen & Saara Julkunen, 2015. "Theoretical Principles of Simulation-Based Sales Communication Training," Simulation & Gaming, , vol. 46(2), pages 137-147, April.
    5. Aad Slootmaker & Hans Hummel & Rob Koper, 2017. "Evaluating the Usability of Authoring Environments for Serious Games," Simulation & Gaming, , vol. 48(4), pages 553-578, August.
    6. Timo Lainema, 2010. "Theorizing on the Treatment of Time in Simulation Gaming," Simulation & Gaming, , vol. 41(2), pages 170-186, April.
    7. Frank Ulrich & Niels Henrik Helms, 2017. "CREATING EVALUATION PROFILES FOR GAMES DESIGNED TO BE FUN: An Interpretive Framework for Serious Game Mechanics," Simulation & Gaming, , vol. 48(5), pages 695-714, October.
    8. David Kirschner & J. Patrick Williams, 2014. "Measuring Video Game Engagement Through Gameplay Reviews," Simulation & Gaming, , vol. 45(4-5), pages 593-610, August.
    9. Korina Katsaliaki & Navonil Mustafee, 2015. "Edutainment for Sustainable Development," Simulation & Gaming, , vol. 46(6), pages 647-672, December.
    10. Jop van den Hoogen & Julia Lo & Sebastiaan Meijer, 2016. "Debriefing Research Games," Simulation & Gaming, , vol. 47(3), pages 368-388, June.
    11. Frederick M. C. van Amstel & Julia A. Garde, 2016. "The Transformative Potential of Game Spatiality in Service Design," Simulation & Gaming, , vol. 47(5), pages 628-650, October.
    12. Tracey Ledoux & Melissa Griffith & Debbe Thompson & Nga Nguyen & Kathy Watson & Janice Baranowski & Richard Buday & Dina Abdelsamad & Tom Baranowski, 2016. "An Educational Video Game for Nutrition of Young People," Simulation & Gaming, , vol. 47(4), pages 490-516, August.
    13. Magnuszewski Piotr & Hegadorn Chris & Szewczyk Katarzyna & Bertolozzi Caredio Daniele & Ciaian Pavel, 2026. "Operational framework for stress testing EU food security," JRC Research Reports JRC145765, Joint Research Centre.
    14. Lucy R. Zheng & Catherine M. Oberle & W. A. Hawkes-Robinson & Stéphane Daniau, 2021. "Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature," Simulation & Gaming, , vol. 52(6), pages 686-714, December.
    15. Rudy McDaniel & Joseph Fanfarelli, 2016. "Building Better Digital Badges," Simulation & Gaming, , vol. 47(1), pages 73-102, February.
    16. Apinya Dhatsuwan & Monamorn Precharattana, 2016. "Blockyland," Simulation & Gaming, , vol. 47(4), pages 445-464, August.
    17. Jonna Koponen & Eeva Pyörälä & Pekka Isotalus, 2014. "Communication Skills for Medical Students," Simulation & Gaming, , vol. 45(2), pages 235-254, April.
    18. Sama’a Hamed AlMubarak, 2023. "Students as policymakers and policy advocates: Role-playing evidence-based health policies," Simulation & Gaming, , vol. 54(1), pages 45-67, February.
    19. Jop van den Hoogen & Sebastiaan Meijer, 2015. "Gaming and Simulation for Railway Innovation," Simulation & Gaming, , vol. 46(5), pages 489-511, October.
    20. Peter Korfiatis & Robert Cloutier & Teresa Zigh, 2015. "Model-Based Concept of Operations Development Using Gaming Simulation," Simulation & Gaming, , vol. 46(5), pages 471-488, October.

    More about this item

    Keywords

    ;
    ;
    ;
    ;
    ;
    ;

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:simgam:v:46:y:2015:i:1:p:40-67. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.