BeCSR Serious Game
During the course of the programme, we have examined and modelled the potential of exploiting the online gaming environment (in terms of design and operability) to create engaging and empowering “Serious Game” which aims to build social and emotional awareness and resilience through realistic simulation and roleplay in safe cyber environments.
Background information
Although there has been an increasing awareness about the potential of serious games for education and training in many disciplines, research still witnesses a lack of methodologies, guidelines and best practices. Which deal with how to develop effective serious games and how to integrate them in the actual learning and training processes.
​
Creating a serious game about bullying can be used as a way to support a deep and personal understanding of the complex structure of bullying. Moreover, such game can stimulate and support informed discussions, which are mediated by teachers, educators, and other professionals – not simply to provide automated dogmatic recommendations or automated teaching.
What are "serious games"?
The BeCSR Serious Games are specifically designed to make a major contribution to CAM’s social and emotional competences, learning behaviour and consequently their on-line media literacy and ability to make sensible and safe decisions when they are on-line.
The use of on-line platforms to encourage on-line safe and responsible behaviour turns a threat into a positive influence on CAM.
​
Creating a serious game about bullying can be used as a way to support deep and personal understanding of the complex structure of bullying.
Moreover, such gaming can stimulate and support informed discussions, which are mediated by teachers, educators, and other professionals – not simply to provide automated dogmatic recommendations or automated teaching.
​
Creating a serious game about bullying can be used as a way to support deep and personal understanding of the complex structure of bullying.
Moreover, such game can stimulate and support informed discussions, which are mediated by teachers, educators, and other professionals – not simply to provide automated dogmatic recommendations or automated teaching.
The Theory
Bloom, Engelhart, Furst, Hill, Krathwohl (1956) explain how such process can be visualized as a 4 phase cycle: “Adults learn through a process that involves a set of sequential steps:
-
obtaining concrete experience;
-
observing and reflecting upon this experience;
-
formulating abstract concepts in response to this reflection and observation; and
-
(actively) experimenting to test the validity of these concepts”.
The Objectives
The Open Learning Community will continue to develop the concept of using game-based learning to support CAM by modelling an immersive environment in which cyber-bullying can be explored in safety.
It is beyond the scope of the funding to actually develop the game.
However, it will form the blueprint for a future bid to bring a pan-European line resource into life.
Want to create your own serious game?
We have created the "backend" of the game that you can now see below. By looking at it, you can better understand the structure of the game you have just played, created by iCAMbescr. You can see that one decision can lead to multiple endings. ​
Download the PowerPoint file below to make your idea for a serious game come true.
The PowerPoint is complete with pre-linked buttons, what you have to fill in are your story and choice buttons. In the comments after each slide, you can see which page you are on (in relation to the diagram above). Have any questions? Contact us at info@learninghubfriesland.nl