Avaliação de conhecimento em jogos sérios: Uma revisão sistemática de literatura

  • Maiara Miranda PUC Minas
  • Michelle Nery Nascimento PUC Minas
  • Gerda de Oliveira PUC Minas
  • João Pereira PUC Minas
  • Lucila Ishitani PUC Minas

Resumo

Jogos sérios são utilizados para transmitir mensagens, ensinar e fornecer experiências de aprendizado, com diversas aplicações em áreas como educação, saúde, governo e corporações. Porém, para verificar o aprendizado obtido por meio desses jogos é necessário realizar avaliações, este artigo traz uma Revisão Sistemática de Literatura para investigar os métodos usados para avaliação do ganho de conhecimento por meio de jogos educativos. Foram selecionados 116 artigos no total e encontradas práticas de avaliação que incluíam pré-teste, pós-teste, questionário, observação e monitoramento. A síntese desses métodos fornece orientações para a comunidade desenvolvedora de jogos sérios, porém em futuras pesquisas pode ser interessante aprofundar a estratégias de avaliação in-game.

Referências

Arawjo, I., Wang, C.-Y., Myers, A. C., Andersen, E., and Guimbreti`ere, F. (2017). Teaching programming with gamified semantics. In Proceedings of the 2017 CHI conference on human factors in computing systems, pages 4911–4923.

Chang, C.-C., Liang, C., Chou, P.-N., and Lin, G.-Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? perspective from multimedia and media richness. Computers in Human Behavior, 71:218–227.

Chittaro, L. (2016). Designing serious games for safety education: “learn to brace” versus traditional pictorials for aircraft passengers. IEEE Transactions on Visualization and Computer Graphics, 22(5):1527–1539.

Chrysafiadi, K., Papadimitriou, S., and Virvou, M. (2019). Which is better for learning: a web-based educational application or an educational game? In 2019 International Symposium on Performance Evaluation of Computer and Telecommunication Systems (SPECTS), pages 1–6.

Chrysafiadi, K., Papadimitriou, S., and Virvou, M. (2022). Cognitive-based adaptive scenarios in educational games using fuzzy reasoning. Knowledge-Based Systems, 250:109111.

De Freitas, S. and Liarokapis, F. (2011). Serious games: a new paradigm for education? Serious games and edutainment applications, pages 9–23.

DeSmet, A., Bastiaensens, S., Van Cleemput, K., Poels, K., Vandebosch, H., Deboutte, G., Herrewijn, L., Malliet, S., Pabian, S., Van Broeckhoven, F., De Troyer, O., Deglorie, G., Van Hoecke, S., Samyn, K., and De Bourdeaudhuij, I. (2018). The efficacy of the friendly attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial. Computers in Human Behavior, 78:336–347.

Duin, H., Pourabdollahian, B., Thoben, K.-D., and Taisch, M. (2013). On the effectiveness of teaching sustainable global manufacturing with serious gaming. In 2013 International Conference on Engineering, Technology and Innovation (ICE) & IEEE International Technology Management Conference, pages 1–8.

Guo, Y. R. and Goh, D. H.-L. (2016). From storyboard to software: User evaluation of an information literacy game. In Proceedings of the 31st Annual ACM Symposium on Applied Computing, SAC ’16, page 199–201, New York, NY, USA. Association for Computing Machinery.

Harpstead, E. and Aleven, V. (2015). Using empirical learning curve analysis to inform design in an educational game. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ’15, page 197–207, New York, NY, USA. Association for Computing Machinery.

Hooshyar, D., Malva, L., Yang, Y., Pedaste, M., Wang, M., and Lim, H. (2021). An adaptive educational computer game: Effects on students’ knowledge and learning attitude in computational thinking. Computers in Human Behavior, 114:106575.

Ismail, S., Abdennadher, S., and Abouelsaadat, W. (2016). Rules on wheels: A serious game for teaching traffic signs. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pages 1–7.

Kechaï, H. E. and Pierrot, L. (2015). Participatory design in eu-topia: A serious game for intercultural competences during work mobility. In 2015 IEEE 15th International Conference on Advanced Learning Technologies, pages 127–131.

Kitchenham, B., Pearl Brereton, O., Budgen, D., Turner, M., Bailey, J., and Linkman, S. (2009). Systematic literature reviews in software engineering – a systematic literature review. Information and Software Technology, 51(1):7–15. Special Section - Most Cited Articles in 2002 and Regular Research Papers.

Krath, J., Schürmann, L., and von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125:106963.

Lee, T. Y., Mauriello, M. L., Ahn, J., and Bederson, B. B. (2014). Ctarcade: Computational thinking with games in school age children. International Journal of ChildComputer Interaction, 2(1):26–33.

Liu, S. and Liu, M. (2020). The impact of learner metacognition and goal orientation on problem-solving in a serious game environment. Computers in Human Behavior, 102:151–165.

Maertens, M., Vandewaetere, M., Cornillie, F., and Desmet, P. (2014). From pen-and-paper content to educational math game content for children: A transfer with added difficulty. International Journal of Child-Computer Interaction, 2(2):85–92. Special Issue: Learning from Failures in Game Design for Children.

Michael, D. R. and Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.

Ouherrou, N., Elhammoumi, O., Benmarrakchi, F., and El Kafi, J. (2018). A heuristic evaluation of an educational game for children with dyslexia. In 2018 IEEE 5th International Congress on Information Science and Technology (CiSt), pages 386–390.

Petri, G. and von Wangenheim, C. G. (2016). How to evaluate educational games: a systematic literature review. Journal of Universal Computer Science, 22:992–1021.

Qin, J., Chui, Y.-P., Pang, W.-M., Choi, K.-S., and Heng, P.-A. (2010). Learning blood management in orthopedic surgery through gameplay. IEEE Computer Graphics and Applications, 30(2):45–57.

Reynaldo, C., Christian, R., Hosea, H., and Gunawan, A. A. S. (2021). Using video games to improve capabilities in decision making and cognitive skill: A literature review. Procedia Computer Science, 179:211–221. 5th International Conference on Computer Science and Computational Intelligence 2020.

Robertson, J., Macvean, A., Fawkner, S., Baker, G., and Jepson, R. G. (2018). Savouring our mistakes: Learning from the fitquest project. International Journal of Child-Computer Interaction, 16:55–67.

Rodríguez-Cerezo, D., Sarasa-Cabezuelo, A., Gómez-Albarrán, M., and Sierra, J.-L. (2014). Serious games in tertiary education: A case study concerning the comprehension of basic concepts in computer language implementation courses. Computers in Human Behavior, 31:558–570.

Santos, A. A. and Pereira, O. J. (2020). A importância dos jogos e brincadeiras lúdicas na educação infantil. Revista Eletrônica Pesquiseduca, 11(25):480–493.

Savi, R. and Ulbricht, V. R. (2008). Jogos digitais educacionais: Benefícios e desafios. Revista Novas Tecnologias na Educação, 6(1).

Schoeffel, P., Wazlawick, R. S., and Ramos, V. F. C. (2018). Using multiple active teaching-learning approaches in software project management: A longitudinal analysis of students’ motivation and learning. In 2018 IEEE Frontiers in Education Conference (FIE), pages 1–9.

Sinclear, D., Birch Flensborg, L., Lindblad Fogsgaard, A., and Lochtefeld, M. (2022). Face-the-waste - learning about food waste through a serious game. In 20th International Conference on Mobile and Ubiquitous Multimedia, MUM 2021, page 67–72, New York, NY, USA. Association for Computing Machinery.

Ullah, M., Amin, S. U., Munsif, M., Safaev, U., Khan, H., Khan, S., and Ullah, H. (2022). Serious games in science education. a systematic literature review. Virtual Reality & Intelligent Hardware, 4(3):189–209. Advances in Wireless Sensor Networks under AI-SG forAugmented Reality Special Issue.

von Wangenheim, C. G., Savi, R., and Borgatto, A. F. (2012). Deliver! – an educational game for teaching earned value management in computing courses. Information and Software Technology, 54(3):286–298.

Wang, S.-T., Liu, L.-M., and Wang, S.-M. (2018). The design and evaluate of virtual reality immersive learning - the case of serious game “calcium looping for carbon capture”. In 2018 International Conference on System Science and Engineering (ICSSE), pages 1–4.

Winter, M., Pryss, R., Probst, T., and Reichert, M. (2020). Learning to read by learning to write: Evaluation of a serious game to foster business process model comprehension. JMIR Serious Games, 8(1):e15374.

Yasin, A., Liu, L., Li, T., Fatima, R., and Jianmin, W. (2019). Improving software security awareness using a serious game. IET Software, 13(2):159–169.
Publicado
2023-11-06
Como Citar
MIRANDA, Maiara et al. Avaliação de conhecimento em jogos sérios: Uma revisão sistemática de literatura. Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), [S.l.], p. 513-525, nov. 2023. ISSN 0000-0000. Disponível em: <https://sol.sbc.org.br/index.php/sbgames_estendido/article/view/27844>. Acesso em: 18 maio 2024. doi: https://doi.org/10.5753/sbgames_estendido.2023.234139.
Seção
Trilha de Educação – Artigos Completos