Measuring the Effectiveness of Learning with Serious Games in Corporate Training

This paper discusses metrics for the effectiveness of learning of serious games in corporate training. Existing evaluation models are examined in order to verify their applicability to modern organizations in the knowledge economy. Designing metrics for learning requires taking into account different stakeholders, such as the employees, the employers and the management for the financial side. Game builders can also benefit from metrics that relate known game features, such as immersion, to learning effectiveness. Such metrics would allow an early assessment of the suitability of a game for training, thereby reducing the consequences of a wrong design and the development costs.

[1]  E. Salas,et al.  Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. , 1993 .

[2]  Clint A. Bowers,et al.  Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness , 2011, HCI.

[3]  I. Nonaka,et al.  SECI, Ba and Leadership: a Unified Model of Dynamic Knowledge Creation , 2000 .

[4]  Jinwoo Kim,et al.  Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents , 2004, Cyberpsychology Behav. Soc. Netw..

[5]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[6]  M. Csíkszentmihályi,et al.  Optimal experience: Psychological studies of flow in consciousness. , 1988 .

[7]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[8]  A. Tellegen,et al.  Openness to absorbing and self-altering experiences ("absorption"), a trait related to hypnotic susceptibility. , 1974, Journal of abnormal psychology.

[9]  Ann P. Bartel,et al.  Measuring the Employer's Return on Investments in Training: Evidence from the Literature , 2000 .

[10]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[11]  Donovan A. McFarlane,et al.  Evaluating Training Programs: The Four Levels , 2006 .

[12]  Aino Pöyhönen,et al.  Measuring for learning - outlining the future of organizational metrics , 2006 .

[13]  Robert J. Sternberg,et al.  Practical intelligence in real-world pursuits: The role of tacit knowledge. , 1985 .

[14]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[15]  Hy Resnick Electronic Tools for Social Work Practice and Education , 1994 .

[16]  I. Nonaka,et al.  The Knowledge Creating Company , 2008 .

[17]  J. E. Sheridan,et al.  Organizational Culture and Employee Retention , 1992 .

[18]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[19]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.