Skip to main content

A Serious Game Design Combining Simulation and Sandbox Approaches

  • Conference paper
Frontiers in Gaming Simulation (ISAGA 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8264))

Included in the following conference series:

Abstract

Research has proven the usefulness of serious gaming for learning and advancing motivation by a combination of visuals, audio, text, and entertaining elements. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not yet exist, especially when focusing on vocational edu-cation. The authors introduce a new instructional design model developed for this massive field of education, and argue some advantages compared to other design approaches. The first application is presented in mechanics mechatronics edu-cation to illustrate the close match of timing and provision of information that the instructional design model prescribes and how this has been translated to a rigidly structured serious game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of gaming simulations related to the transfer of knowledge from and to the workplace with a sandbox approach, an integrated fun-part of the game, which is aiming at motivating the students in in the best possible way.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Levy, Y.: Comparing dropouts and persistence in e-learning courses. Computers & Education 48(2), 185–204 (2007)

    Article  Google Scholar 

  2. Sitzmann, T.: A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology 64, 489–528 (2011)

    Article  Google Scholar 

  3. Malone (1981)

    Google Scholar 

  4. Chalmers, A., Debattista, K.: Level of Realism for Serious Games. In: IEEE Proceedings of 2009 Conference in Games and Virtual Worlds for Serious Applications (2009)

    Google Scholar 

  5. Lehman, D.R., Lempert, R.O., Nisbett, R.E.: The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events. American Psychologist 43, 431–442 (1988)

    Article  Google Scholar 

  6. Greitzer, F.L., Kuchar, O.A., Huston, K.: Cognitive Science Implications for Enhancing Training Effectiveness in a Serious Gaming Context. ACM Journal Educational Resources in Computing 7(3), article 2 (2007)

    Google Scholar 

  7. Kriz, W.C., Hense, J.U.: Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation & Gaming 37, 268–285 (2006)

    Article  Google Scholar 

  8. Meijer, S.A., Hofstede, G.J., Omta, S.W.F., Beers, G.: Trust and Tracing game: learning about transactions and embeddedness in the trade network. Journal of Production Planning and Control 17(6), 569–583 (2006)

    Article  Google Scholar 

  9. van Merrienboer, J., Clark, R., de Crook, M.: Blueprints for Complex Learning: The 4C/ID-Model. ETR & D 50(2), 39–64 (2002)

    Article  Google Scholar 

  10. van Merrienboer, J., Kirschner, P.: Ten Steps to Complex Learning. A systematic Approach to Four-Component Instructional Design. Routledge, New York (2007)

    Google Scholar 

  11. Woods, S.: Loading the Dice: The Challenge of Serious Videogames. Game Studies 4(1) (2004)

    Google Scholar 

  12. Yusoff, A., Crowder, R., Gilbert, L., Wills, G.: A conceptual framework for serious games. In: Proceedings of the 9th IEEE Conference on Advanced Learning Technologies, pp. 21–23 (2009)

    Google Scholar 

  13. Gee, J.P.: What Video Games have to teach us about Learning and Literacy. Palgrave Macmillan, New York (2003)

    Google Scholar 

  14. Mayes, T., De Freitas, S.: Review of e-learning theories, frameworks and models. JISC e- learning models study report (2004), http://www.jisc.ac.uk/elp_outcomes.html

  15. Moreno-Ger, P., Burgos, D., Torrente, J.: Digital Games in eLearning Environments: Current Uses and Emerging Trends. Simulation & Gaming 40(5), 669–687 (2009)

    Article  Google Scholar 

  16. Zyda, M.: From Visual Simulation to Virtual Reality to Games. Computer 38(9), 25–32 (2005)

    Article  Google Scholar 

  17. Harteveld, C., Guimaraes, R., Mayer, I.S., Bidarra, R.: Balancing Play, Meaning and Reality: The Design Philosophy of Levee Patroller. Simulation & Gaming 41(3), 316–340 (2010)

    Article  Google Scholar 

  18. Harteveld, C.: Triadic Game Design. Springer, Heidelberg (2010)

    Google Scholar 

  19. van Staalduinen, J.P., de Freitas, S.: A Game-Based Learning Framework: Linking Game Design and Learning Outcomes. In: Khine, M.S. (ed.) Learning to Play. Exploring the Future of Education with Video Games, pp. 29–54. Peter Lang Publishing, New York (2011)

    Google Scholar 

  20. Jonassen, D.H.: Instructional Design Models for Well-Structured and Ill-Structured Problem-Solving Learning Outcomes. Educational Technology Research and Development 45(1), 65–94 (1997)

    Article  Google Scholar 

  21. Merrill, M.D.: Knowledge objects and mental models. In: Advanced Learning Technologies, pp. 244–264 (2000)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this paper

Cite this paper

Lukosch, H., van Bussel, R., Meijer, S.A. (2014). A Serious Game Design Combining Simulation and Sandbox Approaches. In: Meijer, S.A., Smeds, R. (eds) Frontiers in Gaming Simulation. ISAGA 2013. Lecture Notes in Computer Science, vol 8264. Springer, Cham. https://doi.org/10.1007/978-3-319-04954-0_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-04954-0_7

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-04953-3

  • Online ISBN: 978-3-319-04954-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics