Abstract (EN):
Serious Games are games where the entertainment aspect is not the most relevant purpose. Beyond the motivation as key for the success, Serious Games have challenging goals; they are fun to play and/or engaging; they incorporate some concepts of scoring; and they impart skills, knowledge and attitudes that can be applied in the real world. The growing interest on this type of game results from several factors such as: the theoretical grounding in different learning theories, the development of high-quality gaming experiences, the increased offer of collaboration and competition in multiplayer modes and the opportunity for integrated assessment. This technology can be applied to aid players developing professional skills, but how do we certify the acquired knowledge and skills? This paper proposes a new approach based on serious game for competencies certification using in-game validation. A new correlation matrix is defined associating the game mechanics of serious games and an array of competences, identifying the most suitable game mechanics for each specific competence. This generic matrix represents the results of the analysis about what the student should learn, understand and be able to do after they complete the learning process for a specific task or job position (competencies) and the most adequate game mechanics. Lominger's set of sixty seven competences becomes a universal common denominator as most of these competencies lead to task success which allowed its author, in collaboration with Microsoft, to create a similar approach, but this one focused solely on education and learning: The Educational Competency Wheel. This new approach is based on a set of success factors which can be mapped into required attributes, behaviors, areas of knowledge, skills and abilities for successful performance. With this paper we describe the strategy used to build the generic correlation. The applicability of this generic matrix will be done in four steps. Firstly it is necessary to identify which specific situations can take advantage from a game learning approach. The second step is the definition of the learning target group competencies profiles. In this step, the Education Competences serves as a reference to identify which one or combination of competencies must be used to obtain the performance success of each situation. The third step is obtaining the correlation matrix from the generic matrix, identifying the required game mechanics and the quantification of minimum uses of each mechanic. The fourth and final step is the game development that includes an assessment competency model to evaluate the learning progression and training competencies, guaranteeing the successful performing of each situation.
Language:
English
Type (Professor's evaluation):
Scientific
No. of pages:
11