Training and Certification of Competences through Serious Games
Abstract
:1. Introduction
- To determine whether a significant relationship exists between game genres and the training of specific skills. By analysing different game types, we aim to uncover which genres are most effective in cultivating particular competencies, thereby enhancing the educational potential of Serious Games. Another proposition is to identify practical elements of serious game design for evaluating learning and training player skills. As such, the research also explores the possibility of a competency certification method using Serious Games, with game design considering learning objectives and certification performance metrics.
- To investigate the elements of serious game design that best support the evaluation of learning and training players’ skills based on structured competency frameworks. This proposal examines how game mechanics, narratives, and feedback systems can be optimised to engage players and assess and develop their abilities.
- To identify a robust method for certifying competencies using games. This proposal entails creating a game design that aligns with learning objectives and incorporates performance metrics that can reliably measure and validate players’ skills. By establishing clear criteria and standards, we can ensure the certification process is rigorous and credible, reassuring us about its reliability.
- To understand the integration of Learning Analytics into the in-game assessment system to precisely measure player performance in skills training. This proposal involves leveraging data analytics to track and analyse player behaviour and outcomes, providing detailed insights into their learning progress. By doing so, we can enhance the accuracy and effectiveness of skill assessments, ensuring that players receive meaningful and actionable feedback.
2. Digital Games and Game Based-Learning (GBL)
2.1. Game Genre Taxonomies
2.2. Serious Games
2.3. Game Assessment
2.3.1. Assessment of Digital Learning
2.3.2. Evaluation Design in Serious Games
2.3.3. Final Considerations on the Design and Evaluation of Learning with Games
3. Training, Competences, and Certification
3.1. Reference Structures for Skills and Competences
3.1.1. European Qualifications Framework
3.1.2. Lominger’s Competency Models and Education Competencies: A Comprehensive Approach
4. Triadic Certification Method
4.1. Relationship between Game Taxonomy and Competencies Development Survey
4.2. Design of Triadic Certification Method
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- Planning (OpS6), Organisation (OpS5), and Time Management (OpS8).
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- Written Communications (OrS4) and Presentation Skills (OrS3).
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- Action Orientated (R1).
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- Decision Quality and Problem Solving (SS3), Technical Learning (SS8), and Strategic Agility and Innovation Management (SS7).
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- Monuments;
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- Cultural and architectural heritage (centuries-old and specific stories and traditions);
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- Understanding the people’s traditions as a key to organising and planning different thematic and tourist itineraries for different target audiences.
5. Case Study of Driver’s Licences—Comprehensive Training Method for Light Vehicle Driving
5.1. Case Study Context and Implementation in DRIS
5.2. TCM Design
- Strategic skills (SSs): Decision Quality and Problem Solving (SS3) and Functional/Technical Skills (SS4)
- Operational skills (OpSs): Planning (OpS6), Priority Setting (OpS7), and Timely decision-making (OpS9)
- Results (Rs): Action Oriented (R1)
- Spatial perception: enhancing the ability to navigate through the game environment to develop a spatial relationship essential for reaching destinations.
- Points: providing feedback on progress within the scenario, enhancing visualisation and goal tracking.
- Levels: introducing new sets of challenges in different scenarios to demonstrate progression.
- Detailed simulation actions: including acceleration, deceleration with pedals and gearbox, braking, coordinating the vehicle within the lane, and stopping the car.
5.3. Analysis of Results
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Game Genre | Goals | Sub-Genre |
---|---|---|
Action | To overcome mental or physical challenges against one or more opponents by engaging in a series of actions (timing—reaction speed, in which accuracy may be emphasised). Realism is not relevant. | Beat-’em-ups Beat ’em ups, Shooter games (1st and 3rd person), Platform games |
Strategy | Deploy tactics/strategies to overcome complex challenges against one or more opponents by planning a superior series of actions (physical challenges are not emphasised). | 4X (eXplore, eXpand, eXploit, eXtermine), Real-time strategy games, Real-time tactics, Turn-based strategy, War games |
Role-Playing | Victory is achieved through superior planning or out-thinking the opponents (physical challenges and chance take a more minor role). Distinct from action games, RPGs seldom test a player’s physical skill (combat is more tactical than physical) and involve other non-action gameplay (resource management). | RPGs, MMORPGs |
Sports | Similar to action games, except for the realism of movements and techniques, which are very important. | Exergames, Sports/management games |
Management Simulation | To overcome economic challenges, a series of actions must be planned. Direct action upon an opponent is not emphasised. They are typically designed to be never-ending (no-win scenario). Goal example: to build a collection of objects. | Racing games/Vehicle, Virtual worlds/Pets, Life simulation/social games, Business |
Adventure | To use an avatar for the exploration of an interactive story and to overcome challenges in isolation (puzzle adventure) by planning a superior series of actions (physical challenges are not emphasised). | Graphics Adventure, Puzzle adventure |
Puzzle | To overcome mental challenges in isolation (not around a conflict with another opponent) by planning a superior series of actions. Games usually involve shapes, colours, or symbols that the player must directly or indirectly manipulate into a specific pattern. | Action/Arcade puzzle (timed), Reveal the picture game, Physics game. |
Quiz | Gamepad controlled, mouse keyboard, Wii balance board. |
Label/Tag Category | Exemplary Labels |
---|---|
1. Platform | Personal Computer, Sony Play Station 3, Nintendo Wii, Mobile Phone |
2. Subject Matter | World War II, sustainable development, physics, Shakespeare’s works |
3. Learning goals | Language skills, historical facts, environmental awareness |
4. Learning principles | Rote memorisation, exploration, observational learning, trial and error, conditioning |
5. Target audience | High school children, nurses, law students, the general public, preschoolers, military recruits |
6. Interaction mode(s) | Multiplayer, co-tutoring, single-player, massively multiplayer, tutoring agents |
7. Application area | Academic education, private use, professional training |
8. Controls/interfaces | Gamepad-controlled mouse keyboard, Wii balance board. |
9. Common gaming labels | Puzzle, action, role-play, simulation, card game, quiz |
Educational Success Factors | |||||
---|---|---|---|---|---|
Individual Excellence (IE) | Organisational Skills (OrSs) | Courage (C) | Results (Rs) | Strategic Skills (SSs) | Operating Skills (OpSs) |
Building Effective Teams (IE1) | Comfort Around Authority (OrS1) | Assessing Talent (C1) | Action Oriented (R1) | Creativity (SS1) | Developing Others (OpS1) |
Compassion (IE2) Organisational) | Organisational Agility (OrS2) | Conflict Management (C2) | Drive For Results (R2) | Dealing with Ambiguity (SS2)) | Directing Others (OpS2) |
Customer Focus (IE3) | Presentation Skills (OrS3) | Managerial Courage (C3) | Decision Quality and Problem Solving (SS3) | Managing and Measuring Work (OpS3) | |
Humour (IE4) | Written Communications (OrS4) | Functional / Technical Skills (SS4) | Managing Through Processes Systems (OpS4) | ||
Integrity and Trust (IE5) | Intellectual Acumen (SS5) | Organising (OpS5) | |||
Interpersonal Skills (IE6) | Learning on the Fly (SS6) | Planning (OpS6) | |||
Listening (IE7) | Strategic Agility and Innovation Management (SS7) | Priority Setting (OpS7) | |||
Managing Relationships (IE8) | Technical Learning (SS8) | Time Management (OpS8) | |||
Managing Vision and Purpose (IE9) | Timely Decision-Making (OpS9) | ||||
Managing Vision & Purpose (IE9) | |||||
Motivating Others (IE10) | |||||
Negotiating (IE11) | |||||
Personal Learning and Development (IE12) | |||||
Valuing Diversity (IE13) |
Genre | Subgenre | Subtotal | Total |
---|---|---|---|
Action | “Beat-’em-ups” “Beat ’em ups” | 2 | 8 |
1st/ 3rd person game | 1 | ||
Platform games | 5 | ||
Strategy | 4X (eXplore, eXpand, eXamine, eXtermine) | 1 | 8 |
Real-time strategy | 1 | ||
Real-time tactics | 1 | ||
Turn-based strategy | 4 | ||
War games | 1 | ||
Role-Playing | Action RPGs | 2 | 4 |
MMORPGs | 2 | ||
Sport | Exergames | 2 | 3 |
Sports/management games | 1 | ||
Management simulation | Racing/vehicle games | 6 | 41 |
Virtual worlds/fantasy/pets | 24 | ||
Business | 8 | ||
Social games and life simulations | 3 | ||
Adventure | Graphics adventures | 17 | 19 |
Puzzle adventures | 2 | ||
Puzzle | Arcade/Action puzzle (timed) | 14 | 22 |
Physics games | 4 | ||
Hidden images games | 2 | ||
Traditional games | 2 | ||
Quiz | 11 | 11 |
Category | Groups | Frequency | Percentage |
---|---|---|---|
Age | 18–23 | 26 | 56.5% |
24–30 | 12 | 26.2% | |
31–40 | 4 | 8.7% | |
41–50 | 3 | 6.5% | |
52–65 | 1 | 2.2% | |
Gender | Female | 11 | 23.9% |
Male | 35 | 76.1% | |
Driver’s Licence | Yes | 31 | 67.4% |
No | 15 | 32.6% |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Baptista, R.; Coelho, A.; Vaz de Carvalho, C. Training and Certification of Competences through Serious Games. Computers 2024, 13, 201. https://doi.org/10.3390/computers13080201
Baptista R, Coelho A, Vaz de Carvalho C. Training and Certification of Competences through Serious Games. Computers. 2024; 13(8):201. https://doi.org/10.3390/computers13080201
Chicago/Turabian StyleBaptista, Ricardo, António Coelho, and Carlos Vaz de Carvalho. 2024. "Training and Certification of Competences through Serious Games" Computers 13, no. 8: 201. https://doi.org/10.3390/computers13080201
APA StyleBaptista, R., Coelho, A., & Vaz de Carvalho, C. (2024). Training and Certification of Competences through Serious Games. Computers, 13(8), 201. https://doi.org/10.3390/computers13080201