scholarly journals Web-Based Serious Games and Accessibility: A Systematic Literature Review

2020 ◽  
Vol 10 (21) ◽  
pp. 7859 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Sergio Luján-Mora

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.

Gamification ◽  
2015 ◽  
pp. 515-540
Author(s):  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Yaëlle Chaudy ◽  
Elizabeth Boyle ◽  
Richard Beeby ◽  
...  

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.


Author(s):  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Yaëlle Chaudy ◽  
Elizabeth Boyle ◽  
Richard Beeby ◽  
...  

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.


2018 ◽  
Vol 10 (12) ◽  
pp. 4529 ◽  
Author(s):  
Robert-Jan den Haan ◽  
Mascha van der Voort

Serious games are increasingly explored as collaborative tools to enhance social learning on sustainable management of land and natural resources. A systematic literature review was conducted to examine the current state of the art of the different methods and procedures used to assess social learning outcomes of collaborative serious games. Forty-two publications were identified and included in the review following study selection and quality assessment steps. Extracted data from the publications were categorized in relation to five research questions. Approaches that were used to assess cognitive, normative, and relational learning outcomes of collaborative serious games were subsequently identified based on the categorizations. As a result, these approaches distinguished between the nature of learning in the assessment of collaborative serious games. Combined, these approaches provide an overview of how to assess social learning outcomes of collaborative serious games, including the methods and procedures that can be used, and may serve as a reference for scholars designing and evaluating collaborative serious games.


2021 ◽  
Vol 14 (1) ◽  
pp. 29
Author(s):  
Muttaqin Choiri ◽  
Mutiara Cahyani Fajrin ◽  
Tanti Alfrida Novianti ◽  
Eva Nur Kholidah Putri Ms

Abstrak: Pandemi COVID-19 adalah krisis kesehatan yang sedang menjadi perhatian negara-negara di dunia saat ini. COVID-19 merupakan penyakit yang belum pernah teridentifikasi sebelumnya pada manusia yang disebabkan oleh virus Sars-CoV-2. Menyebarnya COVID-19 di Indonesia menyebabkan Indonesia perlu melakukan pembatasan sosial untuk mencegah meningkatnya jumlah pasien COVID-19. Pembatasan sosial menyebabkan terganggunya beberapa aktivitas di berbagai bidang, terutama di bidang pendidikan. Kajian yang dilakukan dalam penyusunan paper mengacu pada 10 artikel terbaru pada tahun 2020 yang membahas tentang permasalahan yang sedang terjadi saat ini, berkaitan dengan dampak COVID-19 terhadap pembelajaran online menggunakan metode Systematic Literature Review. Proses pengkajian 10 artikel ini diklasifikasi menjadi 3 kelompok sub topik. Berdasarkan kajian yang telah dilakukan, diperoleh hasil pembelajaran online di era pandemi COVID-19 sangat memacu pertumbuhan pembelajaran online yang memudahkan dalam proses belajar mengajar, namun jika dinilai dari perubahan sikap siswa, sistem tersebut lebih menunjukkan sisi negatif, sehingga diperlukan adanya evaluasi terkait pembelajaran online oleh pemerintah Kata kunci: Covid-19, pembelajaran online, Systematic Literature Review(SLR)Abstract: COVID-19 pandemic is a health crisis that currently has been becoming the concern of countries in the world. COVID-19 is a disease that has never been previously identified in humans, which is caused by the Sars-CoV-2 virus. The spread of COVID-19 in Indonesia has made this country need to do social distancing to prevent the increasing number of COVID-19 patients. This social distancing has disrupted several activities in various fields, especially in the field of education. The paper done refers to 10 current articles in 2020 that discuss current problems, with the COVID-19 impact of online learning using Systematic Literature Review method. The review process of these 10 articles was classified into 3 sub-topic groups. Based on the studies that had been carried out, the result of online learning in the COVID-19 pandemic era has greatly accelerated the growth of online learning which eases the teaching and learning process. However, if it is judged by the changes in the students’ attitudes, the system shows more of negative sides. Therefore, there should be an evaluation related to the online learning by the government.Keywords: Covid-19, online learning, Systematic Literature Review (SLR)


2019 ◽  
Author(s):  
Yunita Rozalinda ◽  
Hade Afriansyah

This article was written to explain the understanding, process, and role of the teacher in curriculum administration. The method used to compile this article is a systematic literature review (SLR). Curriculum administration is the whole process of planned and earnest activities to help, and direct and foster the teaching and learning situation to run effectively and efficiently for the achievement of predetermined educational goals. In general the curriculum administration process consists of planning, implementation, supervision, evaluation.


Author(s):  
William Bazán-Vera ◽  
Oscar Bermeo-Almeida ◽  
Teresa Samaniego-Cobo ◽  
Abel Alarcon-Salvatierra ◽  
Ana Rodríguez-Méndez ◽  
...  

2018 ◽  
Vol 127 ◽  
pp. 252-266 ◽  
Author(s):  
Zhenan Feng ◽  
Vicente A. González ◽  
Robert Amor ◽  
Ruggiero Lovreglio ◽  
Guillermo Cabrera-Guerrero

Author(s):  
Jéssica David Dias ◽  
Aline Natalia Domingues ◽  
Chris Mayara Tibes ◽  
Silvia Helena Zem-Mascarenhas ◽  
Luciana Mara Monti Fonseca

ABSTRACT Objectives: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. Method: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. Results: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. Conclusion: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.


2021 ◽  
Author(s):  
Simon Warsinsky ◽  
Manuel Schmidt-Kraepelin ◽  
Sascha Rank ◽  
Scott Thiebes ◽  
Ali Sunyaev

BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these two concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases where terms related to these two concepts are used ambiguously or even interchangeably. It remains unclear to which extent existing healthcare research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations in order to do so. OBJECTIVE Our study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in healthcare research. Furthermore, we provide tools for researchers to disambiguate reporting on game-based interventions. METHODS We employed a 2-step research approach. First, we conducted a systematic literature review of 206 studies published in the Journal of Medical Internet Research and its sister journals containing terms related to either gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 7 experts from the field. RESULTS Our results show that less than half of concept mentions are accompanied by an explicit definition. For the distinction between the two concepts, we identified 4 common approaches: implicit distinction, synonymous use of terms, serious games as gamified systems, and distinction based on the full game dimension. Our Game-based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into 4 topics: (1) Conceptual Focus, (2) Contribution, (3) Mindfulness about Related Concepts, and (4) Individual Concept Definitions. CONCLUSIONS Conceptualizations of gamification and serious games in healthcare literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING guidelines can support authors in rigorous reporting on study results of game-based interventions.


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