3 Instituto Superior de Engenharia do Porto (PORTUGAL)
About this paper:
Appears in: EDULEARN13 Proceedings
Publication year: 2013
Pages: 3152-3162
ISBN: 978-84-616-3822-2
ISSN: 2340-1117
Conference name: 5th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2013
Location: Barcelona, Spain
Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules; behavior simulation; feedback to the player's actions, serious games provide a favorable learning environment where mistakes can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences certification, evaluating the applicability of various aspects in the design and development of games such as user interfaces and gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification.
This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the student should learn, understand and be able to do after they complete the learning process.
The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and heritage such as museums, palaces, national monuments, where they provide various information and interpretation of heritage, both historical and cultural interest and also general. Tour guide certification requirements are skills and specific knowledge about into foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader.
After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics as methods invoked by agents for interaction with the game world enables lower levels to implement higher level concepts. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways.
In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
Serious Games, Certification, Training, Game Mechanics, Game based Learning.