A conceptual framework for serious games and its validation
A conceptual framework for serious games and its validation
This research introduces a conceptual framework for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. An initial study identified 12 attributes of educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with the games. The Serious-Games-TAM was used to confirm that serious games, based on the proposed framework, would both be accepted by the learner and be useful for learning. Validation involved the collection and analysis of data from learners using a specially developed serious game that introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learners to accept and to use the serious game for learning. These findings significantly contribute to helping game designers and educational practitioners design serious games for effective learning.
Yusoff, Amri
bb78b742-1324-4aa1-b6af-f75a1e60e01c
October 2010
Yusoff, Amri
bb78b742-1324-4aa1-b6af-f75a1e60e01c
Crowder, Richard
ddeb646d-cc9e-487b-bd84-e1726d3ac023
Yusoff, Amri
(2010)
A conceptual framework for serious games and its validation.
University of Southampton, School of Electronics and Computer Science, Doctoral Thesis, 195pp.
Record type:
Thesis
(Doctoral)
Abstract
This research introduces a conceptual framework for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. An initial study identified 12 attributes of educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with the games. The Serious-Games-TAM was used to confirm that serious games, based on the proposed framework, would both be accepted by the learner and be useful for learning. Validation involved the collection and analysis of data from learners using a specially developed serious game that introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learners to accept and to use the serious game for learning. These findings significantly contribute to helping game designers and educational practitioners design serious games for effective learning.
Text
Thesis_017b.pdf
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More information
Published date: October 2010
Organisations:
University of Southampton
Identifiers
Local EPrints ID: 171663
URI: http://eprints.soton.ac.uk/id/eprint/171663
PURE UUID: 6f5f392a-fcb2-409a-9ce7-0128218eff34
Catalogue record
Date deposited: 03 Feb 2011 16:46
Last modified: 14 Mar 2024 02:26
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Contributors
Author:
Amri Yusoff
Thesis advisor:
Richard Crowder
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