
 
The framework is adaptable to different kinds of 
serious games. Previous to the actual adaption all 
variables have to be checked. 
4.2  Research Methodology and Design 
The proposed research framework can be transferred 
in a model which contains hypotheses between the 
different variables. For example one variable would 
be instructional content, another one game charac-
teristics. The relationships between the variables are 
hypotheses which refer to the influence between the 
variables. The variable “types of player” influences 
the relationship between the ARCS model and the 
learning outcome. The aspect if a learner is used to 
computer games or not makes a difference for the 
game results and the learning outcome. This model 
and the hypotheses then represent a structural equa-
tion path model. This model can be tested by the 
Partial Least Squares (PLS) analysis. The PLS 
procedure was invented by Hermann Wold. It is a 
second-generation multivariate technique which has 
the ability to model latent constructs under condi-
tions of non-normality (Chin 1999).  
To collect the required data to prove the pro-
posed research model we have already prepared a 
questionnaire which contains questions for all va-
riables mentioned above (see also figure 1). This 
questionnaire will be distributed at a university in a 
class of students who finished their IT laboratory 
including the lesson of the serious game Innova8. 
The students are assigned to the course “business 
administration and engineering”. A pre-test has al-
ready been conducted and the latest result has been 
inserted in the proposed model. 
5 CONCLUSIONS 
In this paper a conceptual framework of serious 
games for higher education for the game Inno8 has 
been proposed and explained. The game Innov8 con-
tains learning sessions about the process how to 
retrieve information of business processes in a vir-
tual company and also how to model and optimize 
these processes. The result of the game is an opti-
mized process of a call centre. At the end of the 
game the students can see their result of optimi-
zation. 
The proposed model is based on modern didactic 
theories of learning and has a holistic view of the 
whole learning process. Therefore it takes care of the 
input and the outcome of the process but also of the 
game cycle. Consequently the framework also ad-
dresses the aspects that learning from games can be 
challenging for multiple reasons.
 
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