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
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Rob J. Nadolski: Open University of the Netherlands, rob.nadolski@ou.nl
Hans G. K. Hummel: Open University of the Netherlands, hans.hummel@ou.nl
Henk J. van den Brink: Open University of the Netherlands, henk.vandenbrink@ou.nl
Ruud E. Hoefakker: Open University of the Netherlands, ruud.hoefakker@ou.nl
Aad Slootmaker: Open University of the Netherlands, aad.slootmaker@ou.nl
Hub J. Kurvers: Open University of the Netherlands, hub.kurvers@ou.nl
Jeroen Storm: Open University of the Netherlands, jeroen.storm@ou.nl
Simulation & Gaming, 2008, vol. 39, issue 3, 338-352
Abstract:
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.
Keywords: EMERGO; higher education; methodology; multimedia practicals; scenarios; serious games; toolkit (search for similar items in EconPapers)
Date: 2008
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:39:y:2008:i:3:p:338-352
DOI: 10.1177/1046878108319278
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