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Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8605))

Abstract

Despite the growth of interest in serious games, there is little systematic guidance on how to assure a game fits the instruction required. Game design frameworks are still under development and do not help to articulate the educational merits of a game to a teacher nor fit with their background. In this paper we discuss the results of a GaLA workshop which examined how a widely applied instructional design model, 4C-ID, can ease the uptake of serious games by offering teachers a model fitting their background to assess games on the applicability for their learning contexts. The paper will introduce the 4C-ID model and its use in the CHERMUG project with the design of mini-games for research methods and statistics. Next, we will discuss how workshop participants used the 4C-ID model to evaluate two games on their applicability for a given learning context. The participants indicated that the approach can support teachers in deciding if and how to use a given serious game.

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Acknowledgments

The work described in this paper was partially supported by the European Community under the Lifelong Learning Programme project CHERMUG nr. 519023-LLP-1-2011-1-UK-KA3-KA3MP. The paper does not represent the opinion of the European Community, and the European Community is not responsible for any use that might be made of its content.

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Correspondence to Peter van Rosmalen .

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van Rosmalen, P. et al. (2014). Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2013. Lecture Notes in Computer Science(), vol 8605. Springer, Cham. https://doi.org/10.1007/978-3-319-12157-4_26

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  • DOI: https://doi.org/10.1007/978-3-319-12157-4_26

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  • Publisher Name: Springer, Cham

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