Serious games have become an indispensable part of the training compared to traditional online training that is often seen as restrictive and boring sometimes by learners. However, despite the contribution and potential of serious games in the education, their integration in the learning process is limited, this is due to the lack of tools and features of tracking and assessment of the learner/Player. For this and after a study of existing standards for describing learning resources we find that they are incomplete when it comes to describe the serious games.This article explains how we can effectively deliver serious game for our students through LMS with a metadata schema to describe serious game as learning resources. This new metadata schema it is an application profile of IEEE LOM entitled "SG-LOM" which takes into account different evaluation studies and classifications of serious games. This metadata allows one hand to the serious games take advantage of features of tracking and assessments offered by these systems. On the other hand the LMS to complete their educational offer and reach a certain maturity.
Serious games are present today in several fields such as education, government, health, defense, industry, civil security and science. In our research we are particularly interested in serious games used in education since they have become an essential part of the learning process and one of the main pedagogical tools used for diffusion of educational messages. So the use of serious games in an educational context can motivate students and stimulate their interest as they fit into a world they know and in which they feel comfortable. But the real issue is that they have not been exploited to their full potential in order to ensure efficient use in education. This work tries to meet this issue. It is interested in contributing to the knowledge of serious games as well as to promote their use in educational field. Based on the metadata schema «SG-LOM» to formally describe serious games and other comparative study, we suggest examining pedagogical, Playful and Technical criteria to conduct this study which aims to develop an assessment and analysis grid of the quality of serious games intended to be used in educational field.
Compared to the conventional approach of e-learning, serious games are playing an increasingly important role in the educational sphere and reached a certain maturity to become a possible alternative to traditional methods of learning that is often seen as restrictive and boring sometimes by learners. This is due to the fact that young people today are familiar with new technologies and virtual worlds outside schools as part of their leisure. A habit that enable these young people to be immediately in the heart of the matter since they already have a video game culture (gameplay) that allows them to focus on the main message. However, the integration of serious games in the learning process still limited since they don’t provide efficient features for monitoring and assessing learner (player) interactions and decisions without breaking the nonlinearity of the game in order to show them the consequences of their decisions, a limit that has been proven in a previous comparative study [1]. In this paper we address the aspects of serious games (Robocode as example) integration and deployment into LMS (Dokeos as example) based on the automatic packaging and exportation of serious games as reusable learning objects (LO) that can be easily distributed through any LMS. This integration uses the ADL SCORM data model that defines how content may be packaged as a Package Interchange File (PIF), and the IEEE LOM Application Profile “SG-LOM” [2] as metadata description to describe every level of SCORM since the standard LOM doesn’t meets the particular needs of serious games.
The growing interest in the use of Serious Games in education raises many researches questions and involves some concerns, particularly the ability to track and understand the path of a learner -player as well as his progress. Moreover, their integration into the learning process remains limited because they do not provide effective features for monitoring learner / player progress in order to show them the consequences of their decisions. Thus, we propose a monitoring system called MOLPP (Monitoring Learner -Player Progress in Serious Games) which adopts a new generic approach based mainly on Anderson's ACT-R theory. The MOLPP system implements the Model Tracing diagnostic methodology derived from Anderson's ACT-R theory to analyze learnerplayer interactions from the Serious Game environment and match these interactions with the performance model, in order to generate a corrective intervention pertaining to the evaluation mode in the form of immediate feedback by complying with all the production rules of the performance model.
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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