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Authors:
Lauren Maher
Shaun Ferns
Matt Smith
Mark Keyes
Keywords: Serious-Games; Education; Training; Construction; Development; Design.
Abstract:
Serious games are commonly described as computer and video games that are intended to entertain learners while achieving a primary goal of education and training. Many studies and experiments have been carried out in order to test whether serious games have made it possible to play and learn simultaneously. Although the effectiveness of serious games as teaching and training tools are well established in literature, some gaps have been identified. These include frameworks to transform traditional learning outcomes to game systems, serious game adoption and data collection, their relevance for effecting attitudinal change, and the effectiveness of serious games in the construction sector. This study will explore the effectiveness of upskilling training being delivered through the use of serious games rather than with traditional methods. In addition, there is a focus on the training of construction skills and the capacity for effecting attitudinal change within the construction industry. The research will explore the opportunities provided by serious games to align with the learning characteristics of construction workers and to optimise the development of resources for this cohort that achieve learning objectives effectively.
Pages: 291 to 295
Copyright: Copyright (c) IARIA, 2020
Publication date: March 22, 2020
Published in: conference
ISSN: 2308-4138
ISBN: 978-1-61208-761-0
Location: Valencia, Spain
Dates: from November 21, 2020 to November 25, 2020