Identifying the Baseline for Serious Games in Corporate Training

Riedel, Johann; Baalsrud Hauge, Jannicke and Azadegan, Aida (2011). Identifying the Baseline for Serious Games in Corporate Training. In: Co-Designing Serious Games (Smeds, Riita ed.), Aalto University Science + Technology series, Aalto University Science + Technology.

Abstract

The term Serious Gaming was coined by David Rejeski and Ben Sawyer in their white paper Serious Games Initiative (2002(. Serious games are games that educate, train and inform (Michael & Chen, 2006) and they are proven successful as a learning method for conveying skills on complex tasks. It could therefore be expected that serious games would play an important role within cooperate[sic] training, but this seems not to be the case. In order to identify which barriers the use of serious games in corporate training faces, the authors have developed a questionnaire in the frame of the Gala NoE project. This article presents the questionnaire as such, and it is the intention of the authors that the feedback of the IFIP workshop will be used to improve the questionnaire.

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About

  • Item ORO ID
  • 46366
  • Item Type
  • Conference or Workshop Item
  • Extra Information
  • 9 p.
  • Keywords
  • awareness; corporate training; penetration of serious games
  • Academic Unit or School
  • Institute of Educational Technology (IET)
  • Copyright Holders
  • © 2011 The Authors
  • Depositing User
  • Aida Azadegan

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