Tools and methods for SG design

We developed a number of tools and methods for SG desing that are useful for designing your Serious Game.

Gleaner is a framework for working with learning analytics in SGs. A reference implementation is available in eAdventure. You can find it here.

The Knowledge Management System for SG studies is an analysis-support tool, as it allows describing dimensions and components useful in SG design. The SG Studies KMS.

The Learning Mechanics-Game Mechanics (LM-GM) is a model for supporting SG analysis and design by allowing reflection on the various pedagogical and game elements in a SG. Here is the link to a first description of the LM-GM model. “Mapping Learning and Game Mechanics for Serious Games Analysis” has been published on the British Journal of Educational Technology.

The Serious Games Reusability Point of Reference (SGREF) supports identification of reusable SG assets and their reuse within SG communities and beyond. To facilitate reuse, SGREF manages collections of references to reusable SG assets and a repository with SG assets uploaded by users. The reference-based approach has been adopted to stimulate availability of resources, even if they are not open source. You can find it here.

The SG evaluation framework (SG-EF) is a systematic representation of the factors that might concur to determine the learning impact of SGs. The model encompasses factors related to the player, the context where the game is played, the game itself and the learning goals and expected outcomes. The framework is appropriate for games with different purpose (e.g., learning, training, awareness raising) and topic (e.g., management, STEM, humanities, health, safety, social awareness). The game evaluation toolkit has been developed as well, which is a card game for an efficient and easy deployment. The SG-EF material is available here.

The Flow framework framework provides a structure to consider and study principles that facilitate flow in educational serious games targeted for learning. Several case studies have been piloted in schools to evaluate the elements of the framework and assess the usefulness of flow as a SG efficacy and quality measure. “Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games” has been published on the Int.l Journal of Serious Games.

Five Living Labs are now well established and will continue to be in operation after the closing of the GaLA project. Where as the node in Paris focus on ideation and innovation, with a very high company participation, the nodes in Genoa (elementary education, language) and Madrid (higher education, medicine) mainly focus on testing and evaluation of games. The nodes in Coventry (health) and Bremen (manufacturing and logistic) cover both the ideation space as well as the development, testing and evaluation space. A short presentation of the GALA Living Labs is available here.

Guidelines for an Effective Design of Serious Games“, a reference paper from the Int.l Journal of Serious Games