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Simulation & Gaming
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EMERGO: A methodology and toolkit for developing serious games in higher education

Rob J. Nadolski

Open University of the Netherlands, rob.nadolski{at}ou.nl

Hans G. K. Hummel

Open University of the Netherlands, hans.hummel{at}ou.nl

Henk J. van den Brink

Open University of the Netherlands, henk.vandenbrink{at}ou.nl

Ruud E. Hoefakker

Open University of the Netherlands, ruud.hoefakker{at}ou.nl

Aad Slootmaker

Open University of the Netherlands, aad.slootmaker{at}ou.nl

Hub J. Kurvers

Open University of the Netherlands, hub.kurvers{at}ou.nl

Jeroen Storm

Open University of the Netherlands, jeroen.storm{at}ou.nl

Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied to serious games. Developing effective serious games in an efficient way requires a specific approach and tool set. This article describes the EMERGO methodology and generic toolkit for developing and delivering scenario-based serious games that are aimed at the acquisition of complex cognitive skills in higher education. Preliminary evaluation results with case developers using the EMERGO methodology and toolkit and with learners using EMERGO cases are presented.

Key Words: EMERGO • higher education • methodology • multimedia practicals • scenarios • serious games • toolkit

This version was published on September 1, 2008

Simulation & Gaming, Vol. 39, No. 3, 338-352 (2008)
DOI: 10.1177/1046878108319278


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