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EMERGO: A methodology and toolkit for developing serious games in higher education
Rob J. Nadolski*,
Hans G. K. Hummel,
Henk J. van den Brink,
Ruud E. Hoefakker,
Aad Slootmaker,
Hub J. Kurvers,
and
Jeroen Storm
Open University of the Netherlands
* To whom correspondence should be addressed. E-mail: rob.nadolski{at}ou.nl.
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Abstract |
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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.
First published on June 10, 2008, doi:10.1177/1046878108319278
Simulation & Gaming 2008;39:338.
A more recent version of this article appeared on September 1, 2008

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