Relation Between Game Genres and Competences for In-Game Certification

dc.contributor.author Ricardo José Baptista en
dc.contributor.author António Coelho en
dc.contributor.author de Carvalho,CV en
dc.date.accessioned 2017-12-31T15:29:22Z
dc.date.available 2017-12-31T15:29:22Z
dc.date.issued 2016 en
dc.description.abstract Digital Games can be effective as learning tools, in applications that can be designated as Serious Games (SG), Games for Learning (GL) or Games-based learning (GBL). SG provide challenges in accordance with the intended learning objectives and can adapt and/or repeat (by allowing error recovering) them according to the learner's level. In training, this aspect is decisive in the acquisition of knowledge, experience and professional skills. The effectiveness of games-based training is directly related to the success on how the challenges promote the acquisition of skills, for which there is no optimal design methodology. This paper presents how a study that identifies the most appropriate game genres to develop specific skills and competences can be used to provide initial solutions to serious games design methodologies. The Triadic Certification model combines the competences defined for each training plan with the challenges designed for the serious games on a matrix that matches the needs and levels. en
dc.identifier.uri http://repositorio.inesctec.pt/handle/123456789/5169
dc.identifier.uri http://dx.doi.org/10.1007/978-3-319-29060-7_6 en
dc.language eng en
dc.relation 5918 en
dc.relation 3132 en
dc.rights info:eu-repo/semantics/embargoedAccess en
dc.title Relation Between Game Genres and Competences for In-Game Certification en
dc.type conferenceObject en
dc.type Publication en
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