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A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
2017
Multimedia tools and applications
Although serious games are proven educational tools in many educational domains, they lack reliable, automated and repeatable methodologies to measure their effectiveness: what do players know after playing a serious game? Did they learn with it? Literature research shows that the vast majority of serious games are assessed through questionnaires, which strikes a stark contrast with current trends in the video game industry. Commercial videogames have been learning from their players through
doi:10.1007/s11042-017-4467-6
fatcat:cv6j2yroofa4lnrh5ngmxfv2tq