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, Jeroen Storm
Simulation & Gaming Volume 39, Number 3, ISSN 1046-8781
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. (Contains 4 figures and 5 tables.)
Nadolski, R.J., Hummel, H.G.K., van den Brink, H.J., Hoefakker, R.E., Slootmaker, A., Kurvers, H.J. & Storm, J. (2008). EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education. Simulation & Gaming, 39(3), 338-352.
Cited ByView References & Citations Map
Kelly Unger, Dave Schwartz & Jaime Foucher, Ford Motor Company, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 2538–2545
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact firstname.lastname@example.org.