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Evaluating the Usability of Authoring Environments for Serious Games

Author

Listed:
  • Aad Slootmaker
  • Hans Hummel
  • Rob Koper

Abstract

Background . The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim . We present the findings of an in-depth qualitative case study of the platform’s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method . We carried out semi-structured interviews, with two experienced game developers who have authored a game for higher education, and a literature review of comparable environments. Findings . The analysis shows that the usability of the authoring environment is problematic, especially regarding understandability and learnability , which is in line with findings of comparable environments. Other findings are that authoring is well integrated with the EMERGO method and that functionality and reliability of the authoring environment are valued. Practical implications . The lessons learned are presented in the form of general guidelines to improve the understandability and learnability of authoring environments for serious games .

Suggested Citation

  • 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.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:4:p:553-578
    DOI: 10.1177/1046878117705249
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    References listed on IDEAS

    as
    1. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    2. Rob J. Nadolski & Hans G. K. Hummel & Aad Slootmaker & Wim van der Vegt, 2012. "Architectures for Developing Multiuser, Immersive Learning Scenarios," Simulation & Gaming, , vol. 43(6), pages 825-852, December.
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    Cited by:

    1. Timothy C. Clapper, 2017. "Using Simulation and Gaming to Address Theory, Practice and Research in the Pursuit of Knowledge," Simulation & Gaming, , vol. 48(4), pages 431-434, August.

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