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Table 1 The four pillars of learning, a new framework to enhance the learning effectiveness of serious games

From: Serious games for health: three steps forwards

Pillars of learning

Objective

Practical implications for serious games development

Practical implications for serious game implementation

Future directions of research

Attention

- Alerting network

Reaching medium level of arousal

None

None

Links between serious game design, level of arousal, learning effectiveness

Attention

- Orienting network

Selecting relevant information

Promote strategies that help to select relevant information (modelling/examples, modality/use of the audio channel for verbal explanations to guide visual search, feedback, integration of relevant information in virtual tools)

Educators should discuss with learners at the end of the serious gaming session in order to ensure that they identified the relevant information

New strategies integrated in games for guiding the player towards relevant information

Attention

- Executive network

Staying focused on the serious game

None

Because learners are not always immersed in the game although they do learn, the environment shall stay clear of distractions during the serious gaming session

Differences between immersion, engagement, and repercussions on learning effectiveness

Active learning

Being engaged during learning

Promote interactivity rather than convey the learning content via text or audio explanation

None

Description of game features that enhance interactivity

Feedback

Evaluating the gap between the objective and the actual performance

Promote the use of feedback which deals with the task completed, not with the self-esteem

Educators can debrief the performance of players at the end of the serious gaming session

Exploration of forms of feedback which are the most effective in serious gaming

Consolidation

Achieving long-term memory

Promote the repetition of interactions with important learning content inside the game

Promote spaced-education with multiple training sessions and various educational methods

Description of forgetting curves after different types of serious gaming and determination on how often refreshers should be proposed