Serious Games

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Abstract

Serious Games are associated with childhood and youth, but serious games seek to promote, strengthen and give added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games require tutoring and dynamization. The aim of this paper is to analyze a specific successful experience in the use of Serious Games for training. It details how this serious game can enhance different skills in each phase of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centers. The users have to manage a small business, trying to achieve the best possible results by making a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of students.