Abstract
The suitability of games for learning has been proven for many years. However, effective application of games in education requires two important stages: their initial validation, and their later use in the classroom. Serious games should be validated prior to exploitation to prove their efficacy and usefulness as tools for teachers, via larger experiments that include data collection, either from in-game interactions or from external questionnaires; this, in turn, requires dealing with data privacy regulations and informed consent. Once validated, serious games can then be applied in educational environments, where their effective application is closely linked to the tools and preparation available to the teachers and educators that use them. In this paper, we revise the steps and considerations that need to be dealt with both when conducting experiments with games and, later, when applying them as part of teaching in educational scenarios. For both these stages, we provide guidance and recommendations to simplify stakeholders’ tasks, including the use of the tool Simva, which simplifies the management of users, questionnaires, privacy, data collection, and storage.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Hainey, T., Connolly, T.M., Boyle, E.A., Wilson, A., Razak, A.: A systematic literature review of games-based learning empirical evidence in primary education. Comput. Educ. 102, 202–223 (2016)
Boeker, M., Andel, P., Vach, W., Frankenschmidt, A.: Game-based E-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PLoS ONE 8, e82328 (2013)
Järvelä, S., Ekman, I., Kivikangas, J.M., Ravaja, N.: A practical guide to using digital games as an experiment stimulus. Trans. Digit. Games Res. Assoc. 1, 85–115 (2014)
Long, P., Siemens, G.: Penetrating the fog: analytics in learning and education. Educ. Rev. 46, 31–40 (2011)
Long, P., Siemens, G., Gráinne, C., Gašević, D.: Proceedings of the 1st International Conference on Learning Analytics and Knowledge, LAK 2011, 27 February – 1 March 2011, Banff, Alberta, Canada, p. 195 (2011)
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martinez-Ortiz, I., Fernández-Manjón, B.: Applications of data science to game learning analytics data: a systematic literature review. Comput. Educ. 141, 103612 (2019)
Alonso-Fernández, C., Cano, A.R., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., Fernández-Manjón, B.: Lessons learned applying learning analytics to assess serious games. Comput. Human Behav. 99, 301–309 (2019)
ProActive: Production of Creative Game-Based Learning Scenarios: A Handbook for Teachers. (2011)
Emin-Martinez, V., Ney, M.: Supporting teachers in the process of adoption of game-based learning pedagogy. In: ECGBL 2013-European Conference on Game Based Learning, pp. 156–162 (2013)
McMahan, R.P., Ragan, E.D., Leal, A., Beaton, R.J., Bowman, D.A.: Considerations for the use of commercial video games in controlled experiments. Entertain. Comput. 2, 3–9 (2011)
European Commission: 2018 reform of EU data protection rules. https://ec.europa.eu/commission/priorities/justice-and-fundamental-rights/data-protection/2018-reform-eu-data-protection-rules_en
European Commission: What is personal data. https://ec.europa.eu/info/law/law-topic/data-protection/reform/what-personal-data_en
Musmade, P., et al.: Informed consent: Issues and challenges. J. Adv. Pharm. Technol. Res. 4, 134 (2013)
Gallagher, M., Haywood, S.L., Jones, M.W., Milne, S.: Negotiating informed consent with children in school-based research: a critical review. Child. Soc. 24, 471–482 (2010)
Review, E., Consent, I., Informed, T.: European Commission Ethical Review in FP7. Guidance for Applicants: Informed Consent, pp. 1–7 (2013)
ECDGRI: Horizon 2020 programme - guidance how to complete your ethics self-assessment. European Commission of Directorate-General for Research and Innovation (2018)
Perez-Colado, I.J., Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., Fernández-Manjón, B.: Simva: simplifying the scientific validation of serious games. In: 9th IEEE International Conference on Advanced Learning Technologies (ICALT) (2019)
Alonso-Fernández, C., Perez-Colado, I.J., Calvo-Morata, A., Freire, M., Martinez-Ortiz, I., Fernandez-Manjon, B.: Using Simva to evaluate serious games and collect learning analytics data. In: LASI-SPAIN (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., Fernández-Manjón, B. (2020). Simplifying the Validation and Application of Games with Simva. In: Popescu, E., Hao, T., Hsu, TC., Xie, H., Temperini, M., Chen, W. (eds) Emerging Technologies for Education. SETE 2019. Lecture Notes in Computer Science(), vol 11984. Springer, Cham. https://doi.org/10.1007/978-3-030-38778-5_37
Download citation
DOI: https://doi.org/10.1007/978-3-030-38778-5_37
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-38777-8
Online ISBN: 978-3-030-38778-5
eBook Packages: Computer ScienceComputer Science (R0)