dc.contributor.author | Reyes-de-Cózar, Salvador | de |
dc.contributor.author | Merino-Cajaraville, Alba | de |
dc.date.accessioned | 2024-10-29T12:41:25Z | |
dc.date.available | 2024-10-29T12:41:25Z | |
dc.date.issued | 2025 | de |
dc.identifier.issn | 2183-2439 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/97472 | |
dc.description.abstract | Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game. | de |
dc.language | en | de |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.ddc | Bildung und Erziehung | de |
dc.subject.ddc | Education | en |
dc.subject.other | ICT; game-based learning; interactive learning; serious games; video games; serious games | de |
dc.title | FABLE: A New Horizon in Digital Learning and Serious Game Design | de |
dc.description.review | begutachtet (peer reviewed) | de |
dc.description.review | peer reviewed | en |
dc.identifier.url | https://www.cogitatiopress.com/mediaandcommunication/article/view/8647/3894 | de |
dc.source.journal | Media and Communication | |
dc.source.volume | 13 | de |
dc.publisher.country | PRT | de |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.classoz | Medieninhalte, Aussagenforschung | de |
dc.subject.classoz | Media Contents, Content Analysis | en |
dc.subject.classoz | Unterricht, Didaktik | de |
dc.subject.classoz | Curriculum, Teaching, Didactics | en |
dc.subject.thesoz | Computerspiel | de |
dc.subject.thesoz | computer game | en |
dc.subject.thesoz | Bildungstechnologie | de |
dc.subject.thesoz | educational technology | en |
dc.subject.thesoz | interaktive Medien | de |
dc.subject.thesoz | interactive media | en |
dc.subject.thesoz | Lernen | de |
dc.subject.thesoz | learning | en |
dc.subject.thesoz | computerunterstütztes Lernen | de |
dc.subject.thesoz | computer aided learning | en |
dc.rights.licence | Creative Commons - Namensnennung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution 4.0 | en |
internal.status | formal und inhaltlich fertig erschlossen | de |
internal.identifier.thesoz | 10058702 | |
internal.identifier.thesoz | 10039497 | |
internal.identifier.thesoz | 10053165 | |
internal.identifier.thesoz | 10042988 | |
internal.identifier.thesoz | 10040398 | |
dc.type.stock | article | de |
dc.type.document | Zeitschriftenartikel | de |
dc.type.document | journal article | en |
internal.identifier.classoz | 1080404 | |
internal.identifier.classoz | 1080405 | |
internal.identifier.classoz | 10614 | |
internal.identifier.journal | 793 | |
internal.identifier.document | 32 | |
internal.identifier.ddc | 070 | |
internal.identifier.ddc | 370 | |
dc.source.issuetopic | Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies | de |
dc.identifier.doi | https://doi.org/10.17645/mac.8647 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 16 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 1 | |
internal.dda.reference | https://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8647 | |
ssoar.urn.registration | false | de |