A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model
Abstract
:Featured Application
Abstract
1. Introduction
2. Materials and Methods
2.1. Previous Serious Games Studies: MDA and 4PEG Models
2.2. Gaming Educational Balanced Model
2.2.1. Game Overview
Game Mechanics
Game Dynamics
Aesthetics
Technology and User Experience
2.2.2. Educational Overview
Instructional Strategies
Motivational Design
- Backstory and Production
- Realism
- AI and Adaptivity
- Interaction
- Feedback and Debriefing
2.2.3. Overall Balance
Learning and Fun Balance
Can Learn vs. Must Learn
2.2.4. Omitted Issues
- Content and Originality. Evaluated under this point are the appropriateness of the genre for the educational goal and the originality of the game compared to others. These characteristics have previously been explained in the GEB Instructional Strategies section.
- Game Progression. This paragraph measures the difficulty of transition throughout the gameplay. The aspect is included in AI and Adaptivity, belonging to the Motivational Design section.
- Settings and Characters. This feature relates to the adaptation of the game elements to the learning content and type of player. The Educational Overview evaluates these characteristics in the Backstory and Production and Realism guides.
- Objectives. This point does not correspond to any of the ARCS model features which are described in the Motivational Design subsection. On the contrary, this aspect is related to the explanation of the contents in the Instructional Strategies section. The objectives are used to evaluate the adequacy of the game for its purpose and its adaptability to various contexts.
- Operational vs. Educational Learning: For the evaluation of learning, its evolution and its adaptation to the learning goals. These characteristics are evaluated under the GEB Instructional strategies and AI and Adaptivity sections.
- Educational vs. Discretionary Learning: An aspect that regards the ability to keep the player engaged with the experience to achieve the educational aim. These features are determined in the Backstory and Production process.
3. Results
3.1. GEB Metric Evaluation and Analysis Process
3.2. Analysis Results of GEB Metric
3.3. Statistical and Machine-Learning Validation of the Games Evaluation
4. Conclusions
Supplementary Materials
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Section | Feature | Punctuation | Evaluation |
---|---|---|---|
Game Overview | Game Mechanics | 10/8/5/2/0 | Levels, missions, rules, abilities, scores and leaderboards. Prizes and objects that are received when the objectives are achieved, as well as the responses of the characters, the choices of the players and the audios and videos. |
Game Dynamics | 10/8/5/2/0 | Progressive difficulty, time patterns, possible strategies and scheduled rewards. Missions or characters to interact with, besides objects that can be unlocked or explored, and the possibilities of competition and cooperation. | |
Aesthetics | 10/8/5/2/0 | Emotions such as love, beauty, friendship, delight, surprise, honor, laughter, envy, drama, chills or surprise. | |
Technology and User Experience | 10/8/5/2/0 | Interface must motivate to play and be pleasant, also offering decision-making, self-perception of the actions and objectives of the game to give a sense of control. Everything in the short and long term. | |
Educational Content | Instructional Strategies | 10/8/5/2/0 | Tests to acquire knowledge that avoid genres associated with learning, and introduce educational content through gameplay and narrative. In addition, the gameplay must be more relevant than the educational part. |
Backstory and Production | 6/5/3/1/0 | An interesting plot, that does not interrupt the fun to introduce the educational content, and that allows to choose its development. | |
Realism | 6/5/3/1/0 | Realistic graphics, sounds, and dynamics are engaging and help to focus. There are avatar customization options, and character interactions are expressive. | |
AI and Adaptivity | 6/5/3/1/0 | AI or game interactions adapt features and difficulty to the player. | |
Interaction | 6/5/3/1/0 | Interactions are easy and motivating, taught in a tutorial and progressively more complicated. In addition, there is collaborative interaction. | |
Feedback and Debriefing | 6/5/3/1/0 | Feedback comes through rewards and character interactions. The teacher can help during the game, and a debriefing takes place. | |
Overall Balance | Learning and Fun Balance | 10/8/5/2/0 | It’s fun while educational. Additionally, learning content is distributed throughout the game’s narrative while the controls become progressively more difficult. |
Can Learn vs. Must Learn | 10/8/5/2/0 | Important learning is implemented in the main objectives. There is extra learning that is introduced in the exploration possibilities. There is not a large volume of information to distract from the game. |
M | D | A | T and UE | IS | MD: B and P | MD: R | MD: AI and A | MD: I | MD: F and D | L and F | CL vs. ML | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
M | 0 | 0.099 | 0.433 | 1.000 | 0.662 | 0.838 | 1.000 | 1.000 | 0.304 | 0.376 | 0.819 | 0.414 |
0.093 | 0.930 | 0.064 | 0.313 | 0.497 | 0.949 | 0.516 | 0.324 | 0.393 | 0.240 | 0.557 | ||
0.045 | 0.738 | 0.271 | 0.066 | 0.551 | 0.148 | 0.302 | 0.368 | 0.718 | 0.197 | 0.082 | ||
D | 0.099 | 0 | 0.583 | 0.228 | 0.584 | 0.477 | 0.584 | 0.746 | 0.290 | 0.464 | 0.619 | 0.669 |
0.093 | 0.201 | 0.166 | 0.087 | 0.391 | 0.178 | 1.000 | 1.000 | 0.727 | 0.616 | 1.000 | ||
0.045 | 0.001 | 0.206 | 0.082 | 0.946 | 0.522 | 0.033 | 0.992 | 0.445 | 0.144 | 0.308 | ||
A | 0.433 | 0.583 | 0 | 0.320 | 0.109 | 0.306 | 0.510 | 0.180 | 0.199 | 0.200 | 0.042 | 0.523 |
0.930 | 0.201 | 0.037 | 0.076 | 0.059 | 0.214 | 0.040 | 0.081 | 0.222 | 0.326 | 0.134 | ||
0.738 | 0.001 | 0.059 | 0.005 | 0.020 | 0.471 | 0.017 | 0.101 | 0.936 | 0.001 | 0.161 | ||
T and UE | 1.000 | 0.228 | 0.320 | 0 | 0.606 | 0.573 | 0.606 | 0.671 | 0.465 | 0.491 | 0.917 | 0.443 |
0.064 | 0.166 | 0.037 | 0.426 | 0.148 | 0.278 | 0.302 | 0.148 | 0.385 | 0.683 | 0.123 | ||
0.271 | 0.206 | 0.059 | 0.181 | 0.556 | 0.703 | 0.759 | 0.301 | 0.239 | 0.790 | 0.811 | ||
IS | 0.662 | 0.584 | 0.109 | 0.606 | 0 | 0.051 | 0.319 | 0.130 | 0.151 | 0.563 | 0.007 | 0.349 |
0.313 | 0.087 | 0.076 | 0.426 | 0.054 | 0.694 | 0.026 | 0.036 | 0.028 | 0.884 | 0.495 | ||
0.066 | 0.082 | 0.005 | 0.181 | 0.150 | 0.094 | 0.959 | 0.015 | 0.344 | 0.073 | 0.490 | ||
MD: B and P | 0.838 | 0.477 | 0.306 | 0.573 | 0.051 | 0 | 0.275 | 0.002 | 0.114 | 0.210 | 0.194 | 0.896 |
0.497 | 0.391 | 0.059 | 0.148 | 0.054 | 0.717 | 0.045 | 0.022 | 0.066 | 0.068 | 0.479 | ||
0.551 | 0.946 | 0.020 | 0.556 | 0.150 | 0.555 | 0.699 | 0.037 | 0.912 | 0.031 | 0.168 | ||
MD: R | 1.000 | 0.584 | 0.510 | 0.606 | 0.319 | 0.275 | 0 | 0.061 | 0.771 | 0.498 | 0.505 | 0.905 |
0.949 | 0.178 | 0.214 | 0.278 | 0.694 | 0.717 | 0.042 | 0.075 | 0.047 | 0.333 | 0.183 | ||
0.148 | 0.522 | 0.471 | 0.703 | 0.094 | 0.555 | 0.072 | 0.394 | 0.154 | 0.515 | 0.005 | ||
MD: AI and A | 1.000 | 0.746 | 0.180 | 0.671 | 0.130 | 0.002 | 0.061 | 0 | 0.224 | 0.067 | 0.100 | 0.544 |
0.516 | 1.000 | 0.040 | 0.302 | 0.026 | 0.045 | 0.042 | 0.001 | 0.001 | 0.667 | 0.474 | ||
0.302 | 0.033 | 0.017 | 0.759 | 0.959 | 0.699 | 0.072 | 0.283 | 0.014 | 0.878 | 0.540 | ||
MD: I | 0.304 | 0.290 | 0.199 | 0.465 | 0.151 | 0.114 | 0.771 | 0.224 | 0 | 0.486 | 0.151 | 0.568 |
0.324 | 1.000 | 0.081 | 0.148 | 0.036 | 0.022 | 0.075 | 0.001 | 0.001 | 0.356 | 0.587 | ||
0.368 | 0.992 | 0.101 | 0.301 | 0.015 | 0.037 | 0.394 | 0.283 | 0.027 | 0.152 | 0.794 | ||
MD: F and D | 0.376 | 0.464 | 0.200 | 0.491 | 0.563 | 0.210 | 0.498 | 0.067 | 0.486 | 0 | 0.792 | 0.054 |
0.393 | 0.727 | 0.222 | 0.385 | 0.028 | 0.066 | 0.047 | 0.001 | 0.001 | 0.576 | 0.525 | ||
0.718 | 0.445 | 0.936 | 0.239 | 0.344 | 0.912 | 0.154 | 0.014 | 0.027 | 0.964 | 0.543 | ||
L and F | 0.819 | 0.619 | 0.042 | 0.917 | 0.007 | 0.194 | 0.505 | 0.100 | 0.151 | 0.792 | 0 | 0.701 |
0.240 | 0.616 | 0.326 | 0.683 | 0.884 | 0.068 | 0.333 | 0.667 | 0.356 | 0.576 | 0.023 | ||
0.197 | 0.144 | 0.001 | 0.790 | 0.073 | 0.031 | 0.515 | 0.878 | 0.152 | 0.964 | 0.112 | ||
CL vs. ML | 0.414 | 0.669 | 0.523 | 0.443 | 0.349 | 0.896 | 0.905 | 0.544 | 0.568 | 0.054 | 0.701 | 0 |
0.557 | 1.000 | 0.134 | 0.123 | 0.495 | 0.479 | 0.183 | 0.474 | 0.587 | 0.525 | 0.023 | ||
0.082 | 0.308 | 0.161 | 0.811 | 0.490 | 0.168 | 0.005 | 0.540 | 0.794 | 0.543 | 0.112 |
Machine Learning Technique | Accuracy (%) | ROC Area |
---|---|---|
Näive-Bayes | 27.78 | 0.389 |
KNN | 61.1 | 0.722 |
Decision Trees | 58.33 | 0.762 |
Multilayer Perceptron | 75.00 | 0.983 |
Random Forest | 75.00 | 0.924 |
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Martinez, K.; Menéndez-Menéndez, M.I.; Bustillo, A. A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model. Appl. Sci. 2022, 12, 11757. https://doi.org/10.3390/app122211757
Martinez K, Menéndez-Menéndez MI, Bustillo A. A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model. Applied Sciences. 2022; 12(22):11757. https://doi.org/10.3390/app122211757
Chicago/Turabian StyleMartinez, Kim, María Isabel Menéndez-Menéndez, and Andres Bustillo. 2022. "A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model" Applied Sciences 12, no. 22: 11757. https://doi.org/10.3390/app122211757
APA StyleMartinez, K., Menéndez-Menéndez, M. I., & Bustillo, A. (2022). A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model. Applied Sciences, 12(22), 11757. https://doi.org/10.3390/app122211757