[ 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
Brazil
Dr. Michael J.D. Sutton
FUNIFICATION LLC, Boise, Idaho
USA
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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