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Evaluating the Quality of Serious Games as Modern E-Learning Environments

Evaluating the Quality of Serious Games as Modern E-Learning Environments
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Author(s): Yassine El Borji (LIROSA, Faculty of Sciences, Abdelmalek Essaâdi University, Morocco)and Mohamed Khaldi (Abdelmalek Essaâdi University, Morocco)
Copyright: 2022
Pages: 16
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch023

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Abstract

This chapter focuses on aspects of the integration of serious games in the field of education by examining the quality of serious games intended to be integrated into education. This review process must take into account the coherence between all the aspects constituting the serious games as they are characterized by their diversity in terms of content and quality. By conducting a comparative study based on the various studies of evaluation and classification of serious games already carried out, the authors have focused their research effort in this chapter on the design of a tool for the evaluation of serious games quality intended to be used in the field of education. A tool that determines if the learning methods related to games are correlated with pedagogical aspects and contributes to the knowledge of serious games and promote their use in the educational sphere. The study offers two levels of evaluation, global and specific; the overall level allows a global judgment unlike the specific evaluation that ensures that there is always a balance between different aspects of serious games.

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