2012
DOI: 10.1016/j.procs.2012.10.074
|View full text |Cite
|
Sign up to set email alerts
|

Measuring the Effectiveness of Learning with Serious Games in Corporate Training

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
10
0
1

Year Published

2014
2014
2020
2020

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 17 publications
(11 citation statements)
references
References 16 publications
0
10
0
1
Order By: Relevance
“…Furthermore, the conceptualisations of games will also be contextually focused. For instance, games-based learning games used in corporate training sectors may elevate their return on investment [72], whereas in educational settings they may discuss their alignment with standardised national curriculums [73]. It is therefore necessary to consider the context adopting serious games in more detail.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, the conceptualisations of games will also be contextually focused. For instance, games-based learning games used in corporate training sectors may elevate their return on investment [72], whereas in educational settings they may discuss their alignment with standardised national curriculums [73]. It is therefore necessary to consider the context adopting serious games in more detail.…”
Section: Resultsmentioning
confidence: 99%
“…To evaluate the effectiveness of games designed for training or learning, often context -specific measures or frameworks will be used. For instance, in the case of serious games for corporate training, the game may be evaluated in terms of a return on investment, as well as in relation to key performance indicators [72]. For games used in state-education settings, they may be aligned with curriculum standards [73].…”
Section: Educationmentioning
confidence: 99%
“…Serious Games (SG) have gradually become an instrument for investigation and scientific analysis. Application in research extends from analysis of learning in games [6] over investigating the use of medication [1] and treat phobias [11] to researching decision making and team behaviour [16,27]. Nearly all SG research is thereby affected by the GDPR as not only experiments with in-game assessment [27] involve data collection but also qualitative interviews that utilise games as a proxy to elicit information [28].…”
Section: Two Years After -Effects Of Gdpr On Serious Games Studiesmentioning
confidence: 99%
“…Third, VE can also reduce the time it takes for a learner to become competent and operational in their field of work (Bachvarova et al 2012). Serious games are generally recognized for their ability in providing an engaging and innovative medium for delivering training (Dickinson et al 2011).…”
Section: Common Characteristics Among All Studiesmentioning
confidence: 99%
“…there is a link between the rehearsed activities and performance within the VE and the actual performance and learning outcomes (Bachvarova et al 2012;Li et al 2008;Lin et al 2011), training in VE reduces the time and cost compared to the learning and training process in the real world (Bachvarova et al 2012;Li et al 2008;Lin et al 2011), and VE provide the possibility of conducting training on high risk activities that cannot be implemented in field-based training (Addison et al 2013), for example, the feasibility of setting hazardous situations that endangers a person's life (Liu et al 2010).…”
Section: Introductionmentioning
confidence: 99%