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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