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FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning

Carlos Francisco Bitencourt Jorge (Department of Management and Business, Catholic Paulista College, Marília, Brazil)
Michael J.D. Sutton (FUNIFICATION LLC, Boise, Idaho, USA)

World Journal of Science, Technology and Sustainable Development

ISSN: 2042-5945

Article publication date: 6 April 2017

610

Abstract

Purpose

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).

Design/methodology/approach

A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.

Findings

The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.

Research limitations/implications

Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.

Practical implications

A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.

Originality/value

The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.

Keywords

Citation

Jorge, C.F.B. and Sutton, M.J.D. (2017), "FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning", World Journal of Science, Technology and Sustainable Development, Vol. 14 No. 2/3, pp. 84-110. https://doi.org/10.1108/WJSTSD-11-2016-0060

Publisher

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Emerald Publishing Limited

Copyright © 2017, Emerald Publishing Limited

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