The DOI matches its Crossref record; 103 of the 103 references it cites were found in a registry or an index.
A systematic literature review on serious games evaluation: An application to software project management
Open accessAbstract
Training that future practitioners receive in software project management is a topic of great importance. The objective of this systematic literature review is to summarize the current state of the art of the different methods and procedures used to assess serious games. The review follows a predefined procedure that involves automatically searching well-known digital databases. 1199 papers were found by the automatic searches in the digital databases and 102 papers were selected as primary studies. The process was complemented with manual searches using author and backward snowballing techniques. Our systematic literature review identified the main methods followed to assess serious games, the application domains in which the assessments took place, the categories of serious games assessed, the main features considered to assess the educational effectiveness of serious games, the procedures followed for the assessments and the size of the population that participated in the assessments. The results are useful to researchers and practitioners willing to assess serious games in different fields, but specially to those interested in assessing serious games in the area of software project management. We present a systematic literature review on serious games (SG) evaluation.We summarize the different methods and procedures used to assess SG.We observe the application domains and the categories of SG assessed.We identify the main methods, features, procedures and size of population to assess SG.Results are intended to be applied in the area of SG in software project management.
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Evaluating Training Programs : The Four Levels
Kirkpatrick, D. L. (2009) · Cited by 4,720
A systematic literature review of empirical evidence on computer games and serious games
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From visual simulation to virtual reality to games
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Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
Evaluating Training Programs: The Four Levels
McFarlane, D. A. (2006) · The Journal of Applied Management and Entrepreneurship · Cited by 1,607
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Combining Software Games with Education: Evaluation of its Educational Effectiveness
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Mourão, E., Pimentel, J. F., Murta, L., Kalinowski, M., Mendes, E., & Wohlin, C. (2020) · Information and Software Technology · doi:10.1016/j.infsof.2020.106294 · Cited by 191
Application of the Educational Game to Enhance Student Learning
Cheung, S. Y., & Ng, K. Y. (2021) · Frontiers in Education · doi:10.3389/feduc.2021.623793 · Cited by 154
Lai, J. W. M., & Bower, M. (2020) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12412 · Cited by 92
Serrano-Laguna, Á., Manero, B., Freire, M., & Fernández-Manjón, B. (2018) · Multimedia Tools and Applications · doi:10.1007/s11042-017-4467-6 · Cited by 71
Metadata
- Authors
- Calderón, A., & Ruiz, M.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2015-09
- Volume
- 87
- Pages
- 396-422
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2462568845
- Cited by
- 294
- References
- 103
- FWCI
- 4.91
- Type
- journal article
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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