Creative Learning with Serious Games

Serious Games (SG) are entering more and more the educational world. Games in education make it possible to overcome practical constraints of real-world settings and explore the far greater boundaries of virtual spaces. Modern Game-Based Learning (GBL) approaches are commonly build on applications that have defined learning outcomes and are designed to promote active participation and interaction, balancing the learning objective with the game play, in order to enhance the ability of the learner to retain and apply the knowledge gained to the real world while being completely involved and thus more receptive. SGs often exploit narratives, storylines, visual elements and other features common to entertainment games, such as scoring and social networking in order to motivate and engage players in a learning activity. 

Educational games have learning goals and structure, but in addition are adaptive and interactive and most importantly they provide enjoyment, pleasure, motivation, gratification and emotion, in order to achieve learner engagement and involvement

Games create simulated environments that facilitate immersion, allowing learners to explore alternative approaches to situations virtually, in order to directly experience practical and emotional consequences of their actions. Through these approaches, GBL allows learners to directly though virtually experience the real-world by developing their awareness of consequentiality through doing and experiencing. For example, SGs can combine a wide range of different kinds of inputs and outputs for understanding complex social issues like poverty or immigration. This requires adopting multiple viewpoints and scenarios to analyse cause and effect. 

SGs provide an environment for active, critical learning, allowing users to explore skills, methods, and concepts rapidly within a safe experiential environment designed with behavioural learning components. The potential learning outcomes include changes in participants’ behaviour, knowledge, skills, attitudes, and/or levels of functioning.

Workshop Structure

Investigating creative learning with SGs, the proposed workshop will bring together innovative methodologies to SGs and case studies of real-life applications of GBL, which, after being briefly introduced, will be intensively discussed with the audience.

The workshop will be structured in two parts: the first part will feature relevant paper presentations and the second short demonstrations of innovative GBL solutions (Interactive Exhibition).

Overall six paper presentations are foreseen (of 10 min each), addressing the following generic topics:

  • Pedagogical approaches for Serious Games
  • Development of Serious Games Storyboards
  • Case studies of creative learning with SGs

For each topic a brief introductory presentation is planned, evolving around state-of-the-art research work in the respective area.


The workshop will last for 3,5 hours. The organisers will hold the introductory presentations, which will last 10 minutes each (total 40 minutes). Six more presentations by participants will take 10 minutes each (total 60 minutes).

The duration of the Interactive exhibition and overall discussion session will be 110 minutes.

FIRST PART (Introductory Presentations): Methodologies behind Serious Games and Case Studies

Pedagogical approaches for Serious Games

The topic shall be introduced by Dr Aristidis Protopsaltis, who will shortly present the pedagogical approaches applied in the framework of the e-VITA project for intergenerational learning.

“What is behind a Serious Game?” (10 min)


Under the e-VITA project, a set of games has been developed to promote European cultural awareness by conveying cross-border and inter-generational experiences based on four different pedagogical approaches, exploratory, experiential, narrative and problem-based. This workshop will focus on these pedagogical approaches and will explore and scrutinise their benefits and shortcomings in relation to serious games development.

Development of Serious Games Storyboards

The topic shall be introduced by Ms Sonia Hetzner, who will highlight issues concerning Storyboard development and will discuss the benefits of and feasible methods for using Storytelling for the development of Serious Games Storyboards.

“How to match Storytelling with Serious Games?” (10 min)


Storytelling fulfils important criteria of innovative pedagogical and didactical approaches: It is learner-oriented, motivating, creative and free of structure. Moreover, Storytelling can be a very adequate means for transporting and sharing information. In the scope of the workshop an innovative approach to transpose told stories into storyboards to develop Serious Games for Game-Based-Learning will be presented and discussed.

Case studies of creative learning with SGs

The topic shall be introduced by Ms Dimitra Pappa and Ms Lucia Pannese, who will discuss real-life applications of GBL. The introduction will include a brief presentation of two examples of SGs designed and developed within European projects.

Example 1: Serious Games for European awareness (10 min)


Presentation of the e-VITA project, which aims at promoting intercultural comprehension and an increased understanding of the European integration process, by means of intergenerational learning, enabled through the combined use of Serious Games and Storytelling. The four designed SGs will be thoroughly described.


Example 2 : A Serious Game for political transparency (10 min)

Presentation, of an innovative and creative Serious Games approach to eParticipation of European Citizens interested to learn about the legislation process in the European Parliament. The work has been carried out in the scope of the EU-Project VOICES, with several European partners from different countries. The game will be released in English, German and Spanish. Presenter: Lucia Pannese

SECOND PART (Exhibition)

To better illustrate the concepts and methods discussed in the workshop, during the second part all selected presenters are invited to make a demonstration of the real-life applications of their respective work.

At the final stage of the workshop all participants will have some hands on experience on the games that have been created within the e-VITA context. The participants will have the opportunity to play the games and discuss the different methodological and pedagogical approaches that drove its development.

These interactive, hands-on demos will be playable after the presentations and will be discussed in an informal atmosphere.

Interactive exhibition and Discussion time: 110 minutes

PAPERS TO BE PRESENTED DURING THE WORKSHOP

These are the best five papers chosen to be presented by their authors during the workshop:

  • Towards a framework for learning in the OSMA Serious Game engine - Tanguy Coenen, Evelyn Cloosen, Frederik Smolders - Provinciale Hogeschool Limburg
  • The use of competition and creativity as key driver to promote scientific culture among students - Alberto Colorni, Susanna Sancassani, Simona Azzali, Alessandra Tomasini, Nicola Padovani - Centro METID Politecnico di Milano, Italy
  • The role of emotions in Serious Games - Luigi Anolli, Fabrizia Mantovani, Linda Confalonieri, Antonio Ascolese, Laura Peveri - University of Milan-Bicocca (Unimib), Milan, Italy
  • The character of successful trainings with Serious Games - Till Becker
  • A collective tool and new reflection questions in a virtual environment: fostering knowledge construction and scientific discourse - Michael Filsecker (Duisburg-Essen University), Daniel T. Hickey and Eun Ju Kwon (Indiana University)

These papers will be published on International Journal of Emerging Technologies in Learning - iJET in a special issue.

ORGANIZING COMMITTEE

Lucia Pannese, imaginary srl, lucia.pannese@i-maginary.it

Dimitra Pappa, NCSR Demokritos, dimitra@dat.demokritos.gr

Aristidis Protopsaltis, SGI Coventry University, aprotopsaltis@cad.coventry.ac.uk

Sonia Hetzner, ILI, University Erlangen-Nuremberg, sonia.hetzner@fim.uni-erlangen.de