| Literature DB >> 29450004 |
David Drummond1,2, Alice Hadchouel1,2, Antoine Tesnière1,3.
Abstract
Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.Entities:
Keywords: Health education; Medical education; Patient education; Video game
Year: 2017 PMID: 29450004 PMCID: PMC5806236 DOI: 10.1186/s41077-017-0036-3
Source DB: PubMed Journal: Adv Simul (Lond) ISSN: 2059-0628
Fig. 1The three main points to discuss during the development of a serious game. Firstly, users need to be motivated to play the serious game in order to access the learning content. Motivating serious games integrate the extrinsic motivation of the player for a specific outcome (e.g. practicing as a medical doctor) into the learning activity (e.g. a simulation game on the management of cardiac arrest), making this learning activity desirable (apparition of intrinsic motivation for the learning activity). This phenomenon was called “the convergence of motivations.” Secondly, the learning potential of serious games should be maximized. The “four pillars of learning,” a framework derived from cognitive science finding [12], may be useful for developers and educators to enhance the learning effectiveness of their games. Finally, serious game should be evaluated in order to progress towards evidence-based education
Fig. 2Pillars of learning (in orange) and the value of video games (in blue)
The four pillars of learning, a new framework to enhance the learning effectiveness of serious games
| Pillars of learning | Objective | Practical implications for serious games development | Practical implications for serious game implementation | Future directions of research |
|---|---|---|---|---|
| Attention | Reaching medium level of arousal | None | None | Links between serious game design, level of arousal, learning effectiveness |
| Attention | Selecting relevant information | Promote strategies that help to select relevant information (modelling/examples, modality/use of the audio channel for verbal explanations to guide visual search, feedback, integration of relevant information in virtual tools) | Educators should discuss with learners at the end of the serious gaming session in order to ensure that they identified the relevant information | New strategies integrated in games for guiding the player towards relevant information |
| Attention | Staying focused on the serious game | None | Because learners are not always immersed in the game although they do learn, the environment shall stay clear of distractions during the serious gaming session | Differences between immersion, engagement, and repercussions on learning effectiveness |
| Active learning | Being engaged during learning | Promote interactivity rather than convey the learning content via text or audio explanation | None | Description of game features that enhance interactivity |
| Feedback | Evaluating the gap between the objective and the actual performance | Promote the use of feedback which deals with the task completed, not with the self-esteem | Educators can debrief the performance of players at the end of the serious gaming session | Exploration of forms of feedback which are the most effective in serious gaming |
| Consolidation | Achieving long-term memory | Promote the repetition of interactions with important learning content inside the game | Promote spaced-education with multiple training sessions and various educational methods | Description of forgetting curves after different types of serious gaming and determination on how often refreshers should be proposed |