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Guidelines of Serious Game Design for Promoting Reframing

Author

Listed:
  • Lanlan Gao
  • Rupert Ward
  • Carlo Fabricatore

Abstract

Background. Reframing could be considered to represent individual and collective twofold values in social learning. When reframing is promoted, it benefits to generate learning processes involving collective inquiry occurring in inter and outer formal education. Digital games, popular as an application for the young generation, are considered a specific community in which social learning occurs by playing games. Serious games (SG) are a type of digital game involving educational purposes. Hence SG is selected as a suitable educational strategy to promote reframing. The previous research investigated features of a gameplay experience associated with reframing. This study develops further based on these game features to examine if/how they improved reframing capabilities. From an educational perspective, specific guidelines were proposed as the research findings to assist serious games in designing and applying game features to enhance the gameplay experience of reframing. Methods. An expert evaluation was used to assess the guidelines. The seven experts with experience in game design and teaching were chosen to review the designed guidelines. These experts were required to rate the guidelines using a 5-point Likert scale. All experts offered positive feedback on the finding. Results. Research data were analysed and validated via the Content Validity Index. The results showed that a total of 5 guidelines was remained and updated. Conclusion. These guidelines can be applied to assist students, game designers, related educators, and researchers who use games to promote reframing or require evidence to link game features with social learning.

Suggested Citation

  • Lanlan Gao & Rupert Ward & Carlo Fabricatore, 2023. "Guidelines of Serious Game Design for Promoting Reframing," Simulation & Gaming, , vol. 54(1), pages 68-84, February.
  • Handle: RePEc:sae:simgam:v:54:y:2023:i:1:p:68-84
    DOI: 10.1177/10468781221144787
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    References listed on IDEAS

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    1. Vijay Kumar Shrotryia & Upasana Dhanda, 2019. "Content Validity of Assessment Instrument for Employee Engagement," SAGE Open, , vol. 9(1), pages 21582440188, February.
    2. M. Muro & P. Jeffrey, 2008. "A critical review of the theory and application of social learning in participatory natural resource management processes," Journal of Environmental Planning and Management, Taylor & Francis Journals, vol. 51(3), pages 325-344.
    3. Robert-Jan Den Haan & Mascha C. Van der Voort, 2018. "On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review," Sustainability, MDPI, vol. 10(12), pages 1-26, December.
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