[ 11th September 2022 by Jiayu Zhang 0 Comments ]

FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning, Carlos Jorge and Dr. Michael Sutton

Carlos Francisco Bitencourt Jorge
Department of Management and Business
Catholic Paulista College, Marília
Dr. Michael J.D. Sutton
Email: michaeljdsutton@gmail.com

DOI: 10.1108/WJSTSD-11-2016-0060

Purpose: The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).
Design/methodology/approach: A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.
Findings: The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.
Research limitations/implications: Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.
Practical implications: A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.
Originality/value: The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.
Keywords: Simulations; Gamification; Knowledge management; Game-based learning; Serious games; Knowledge mobilization.
Citation: Jorge, C.F.B. and Sutton, M.J.D. (2017), "FUNIFICATION 2.0: Knowledge mobilization model for corporate and educational game-based learning", World Journal of Science, Technology and Sustainable Development, Vol. 14 No. 2/3, pp. 84-110. https://doi.org/10.1108/WJSTSD-11-2016-0060

WJSTSD V14 N2_3 2017 Jorge_Sutton.pdf
WJSTSD V14 N2_3 2017 Jorge_Sutton.pdf
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