Search results

21 – 30 of over 17000
Article
Publication date: 9 March 2021

Thiago Machado Leitão, Leonardo Luiz Lima Navarro, Renato Flórido Cameira and Edison Renato Silva

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design…

1150

Abstract

Purpose

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.

Design/methodology/approach

We followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.

Findings

We found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased.

Research limitations/implications

Future research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives.

Originality/value

This is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.

Details

Business Process Management Journal, vol. 27 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 19 December 2016

Georgina Cosma, David Brown, Nicholas Shopland, Steven Battersby, Sarah Seymour-Smith, Matthew Archer, Masood Khan and A. Graham Pockley

Prostate cancer is the most common cancer diagnosed in men in the UK. Black men are in a higher prostate cancer risk group possibly due to inherent genetic factors. The purpose of…

Abstract

Purpose

Prostate cancer is the most common cancer diagnosed in men in the UK. Black men are in a higher prostate cancer risk group possibly due to inherent genetic factors. The purpose of this paper is to introduce PROstate Cancer Evaluation and Education (PROCEE), an innovative serious game aimed at providing prostate cancer information and risk evaluation to black African-Caribbean men.

Design/methodology/approach

PROCEE has been carefully co-designed with prostate cancer experts, prostate cancer patients and members of the black African-Caribbean community in order to ensure that it meets the real needs and expectations of the target audience.

Findings

During the co-design process, the users defined an easy to use and entertaining game which can effectively raise awareness, inform users about prostate cancer and their risk, and encourage symptomatic men to seek medical attention in a timely manner.

Originality/value

During focus group evaluations, users embraced the game and emphasised that it can potentially have a positive impact on changing user behaviour among high risk men who are experiencing symptoms and who are reluctant to visit their doctor.

Details

Journal of Assistive Technologies, vol. 10 no. 4
Type: Research Article
ISSN: 1754-9450

Keywords

Article
Publication date: 8 April 2014

Caroline Bayart, Sandra Bertezene, David Vallat and Jacques Martin

– The purpose of this paper is to investigate if the use of “serious games” with students can improve their knowledge acquisition and their academic performance.

1088

Abstract

Purpose

The purpose of this paper is to investigate if the use of “serious games” with students can improve their knowledge acquisition and their academic performance.

Design/methodology/approach

The research is an exploratory investigation resorting to the use of a serious game to evaluate the evolution of the students’ competencies in project management, through questionnaires processed using a structural “learning model.”

Findings

This research shows indeed that the use of “serious games” improves the knowledge acquisition and management competencies of the students with the evidencing of significant factors contributing to this improvement.

Practical implications

The findings of this research show that serious games can be an effective tool to be used in teaching students particularly as traditional methods are less and less accepted by today's students.

Originality/value

Although the use of games is not something new in education, it is still limited in teaching practices in higher education. This experiment can help lecturers and trainers to resort to them in their pedagogy and to conceive them according to variables that can enhance their effectiveness.

Details

The TQM Journal, vol. 26 no. 3
Type: Research Article
ISSN: 1754-2731

Keywords

Article
Publication date: 10 July 2021

Daniel Hank Miri and Janaina Macke

The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify…

2482

Abstract

Purpose

The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify gamification characteristics, examine motivation and engage at work to relate them to different game designs.

Design/methodology/approach

A qualitative exploratory study of multiple cases involving four companies located in Brazil’s southern region. These companies use gamification with their employees or companies whose business offers gamification solutions focused on people management.

Findings

This multiple case study presented aspects and different approaches to gamification and serious games. Of the four case studies, the Bravi Quiz application was the most satisfactory case because of its attractive design.

Research limitations/implications

The research instruments prioritized the topic of gamification with its tools and applicability. The themes of motivation and engagement at work have been addressed but need further research.

Practical implications

The planning and application of gamification with the appropriate score, feedback and rewards are necessary to promote motivation and engagement in the workplace. Gamification must be linked to its systems and processes on its excellent progress because it is taken in isolation; it does not increase engagement and motivation.

Originality/value

This is one of the few studies dealing with gamification in human resource management by involving developers/instructors, managers and employees/users and different companies’ tools. This study served as a comparison between the tools of gamification and serious games.

Details

European Business Review, vol. 34 no. 2
Type: Research Article
ISSN: 0955-534X

Keywords

Article
Publication date: 6 April 2017

Carlos Francisco Bitencourt Jorge and Michael J.D. Sutton

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…

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.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Article
Publication date: 1 November 2006

Ahmed Binsubaih, Steve Maddock and Daniela Romano

In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to…

Abstract

In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to ‘learn by doing’ in this intense environment. Currently, they use no alternative to the real world in order to practice. This paper argues for the use of an alternative learning environment, where the novice investigator can feel safe in exploring different investigative routes without fear for the consequences. The paper describes a game‐based learning environment that has been built using a game engine. The effectiveness of this environment in improving the performance of traffic accident investigators is also presented. Fifty‐six policemen took part in an experiment involving a virtual traffic accident scenario. They were divided into two groups: novices (0 to 2 years experience) and experienced personnel (with more than 2 years experience). The experiment revealed significant performance improvements in both groups, with the improvement reported in novices significantly higher than the one reported in experienced personnel. Both groups showed significant differences in navigational patterns (e.g. distances travelled and time utilization) between the two training sessions.

Details

Interactive Technology and Smart Education, vol. 3 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 12 June 2018

David Rumeser and Margaret Emsley

The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project…

Abstract

Purpose

The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students’ learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs) with different complexity levels, namely project crashing game (PCG) and program crashing game (PgCG).

Design/methodology/approach

A literature review is conducted to identify serious games design principles. These principles are then manifested in the design of PCG and PgCG. The latter is a more complex version of the first. Students’ reaction after playing both games are then analyzed quantitatively.

Findings

The authors discover that students’ learning experience is affected by how complex the simulated project is. The more complex the project is (i.e. as in the PgCG), the more realistic the game is perceived. Nevertheless, the authors also discover that the less complex game (PCG) offers significant value to students, particularly to teach basic PM principles to those with minimum or no practical experience. This game is perceived as better in increasing students’ learning confidence as its content is perceived as more relevant to their existing knowledge.

Originality/value

The authors adopt a project complexity perspective when designing and evaluating the games.

Details

Journal of Applied Research in Higher Education, vol. 14 no. 1
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 6 April 2017

Allam Ahmed and Michael J.D. Sutton

The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and…

2497

Abstract

Purpose

The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and approaches relating to organizational learning and the knowledge-based economy. The paper also provides more details and definitions of various issues around gamification.

Design/methodology/approach

Several sources have been reviewed and consulted including various mainstream referred journals focusing on KM and gamification as well as books, online databases, governmental reports, and statistics, etc.

Findings

Game-based learning (GBL) in business must align with the learning goals and outcomes of training and development, and clearly demonstrate that learning can be evaluated and achieved. Serious game experiences drive personal change and transformation by generating an attitude of acceptance of the challenge, motivation to achieve, and constant innovation through participant commitments. Simulations push the participant into experiencing an immersive environment. Finally, gamification, as a collection of techniques, may be applied to the educational and workplace activities, or used as a wrapper for GBL, serious games, and simulations.

Research limitations/implications

We are on a unique and unusual path to revitalizing and reinvigorating the educational experience. This new path is not about throwing a LMS at faculty and hoping it sticks. This new path is about creating faculty who are mentors, coaches, and life-long learners who understand the research implications of applying game-based learning in the classroom, as well as the workforce.

Practical implications

Higher educational teaching as well as corporate LTD (Learning, Training, and Development) are being significantly disrupted. The innovation taking place in teaching requires more experiential learning, the kind of learning stimulated with serious games, simulations, immersive learning environments, and gamification. This issue will help to outline disruptive approaches that work.

Originality/value

This paper provides a review of the emerging trends and cases where gamification, simulations, serious games, immersive learning environments, virtual reality, and augmented reality are applied to the deployment of knowledge-based initiatives.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Article
Publication date: 11 January 2021

Boyan Paskalev Bontchev, Valentina Terzieva and Elena Paunova-Hubenova

The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of…

Abstract

Purpose

The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of the student that comprises user, learner and player-related aspects of the student’s profile. Each of the considered user, learner and player sub-models has a static and dynamic group of characteristics. These characteristics assist general approaches for learning mazes game personalization applied to embedded mini-games (designed as information units, learning objects and educational tasks) so that to be adjustable and to enable learners to acquire knowledge more effectively.

Design/methodology/approach

A student modelling approach was applied to design the personalization of learning content in the educational maze game and each of them contained mini-games. To evaluate the student’s preferences about the types of mini-games and ways of their personalization depending on individual and group student characteristics, the authors conducted an online survey.

Findings

This study presents examples of personalization of four types of mini-games available in maze halls, namely, question, searching, arranging and action games. Next, the research discusses findings from an online survey aiming at the evaluation of the preferred types of mini-games and the way of their personalization. There are analysed results concerning the impact of the student model characteristics on the preferred ways of personalization in educational maze games, together with criteria for personalization of educational resources according to student’s level of knowledge, age, goals and learning style.

Research limitations/implications

A significant limitation of the research is the relatively small number of survey participants and the lack of studying the impact of learning and playing styles over game personalization. Another limitation of the study is the inclusion of only some of the mini-games within the demonstration maze, which respondents play before answering the survey questions.

Originality/value

This paper presents original research on the personalization of educational maze game based on a model of the student profile that comprises both static and dynamic properties reflecting user, learner and player-related aspects of the student character, together with results obtained from an online survey.

Details

Interactive Technology and Smart Education, vol. 18 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 3 October 2016

Christoph Merschbrock, Ann Karina Lassen, Tor Tollnes and Bjørn Erik Munkvold

This paper aims to enquire into how building information modelling (BIM) and gaming can be integrated to support professionals in their learning about the spatial layout of a new…

Abstract

Purpose

This paper aims to enquire into how building information modelling (BIM) and gaming can be integrated to support professionals in their learning about the spatial layout of a new building. This knowledge is important to prepare building operation and facilities management (FM).

Design/methodology/approach

Ingrained in task–technology fit theory, this paper reports from a case study of a serious game staged in the graphical environment of a building information model. A series of interviews with the client, subject-matter experts and software developers involved in developing the game were conducted. The industrial setting for the study is a major hospital construction project in Norway. The project has been awarded BuildingSMART’s 2015 award for “outstanding open BIM practice”, making it Norway’s role model for BIM practice.

Findings

Importing and exporting geometry from BIM into a game engine remain challenging. The transfer of data between the two requires workarounds using intermediary software. Apart from issues related to technical interoperability, several sociotechnical challenges influential for the integration of BIM and gaming have been identified, related to: the collaboration among construction, operational and gaming experts; clear communication of information needs; and better contractual agreements.

Research limitations/implications

BIM’s geometric and semantic data enabled the creation of a sophisticated game for preparing building operation. Test-users perceived the game to be superior to classroom teaching for learning about the spatial layout of the building. However, quantifying the business value of the game for operation after occupancy of the new facilities was beyond the scope of this study.

Originality/value

The work presented exemplifies a novel application area of BIM and gaming technology in FM. The findings presented in this article are relevant for professionals and scholars seeking to expand the utility of BIM for starting up the operation of new facilities.

21 – 30 of over 17000