A design science approach to mixed-methods evaluation in serious game research

For a serious game to be effective, it must undergo rigorous validation process. A Design Science approach advocates the use of quantitative or qualitative research methodologies within the creation and validation of artifacts, an approach suitable for evaluating serious games as educational tools.T...

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Main Authors: Luis Demetrio Gómez García, Gloria María Zambrano Aranda, Emerson Jesus Toledo Concha
Format: Article
Language:English
Published: Elsevier 2025-06-01
Series:MethodsX
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Online Access:http://www.sciencedirect.com/science/article/pii/S2215016125001451
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author Luis Demetrio Gómez García
Gloria María Zambrano Aranda
Emerson Jesus Toledo Concha
author_facet Luis Demetrio Gómez García
Gloria María Zambrano Aranda
Emerson Jesus Toledo Concha
author_sort Luis Demetrio Gómez García
collection DOAJ
description For a serious game to be effective, it must undergo rigorous validation process. A Design Science approach advocates the use of quantitative or qualitative research methodologies within the creation and validation of artifacts, an approach suitable for evaluating serious games as educational tools.This study presents a methodological framework that integrates quantitative measurement and qualitative inquiry to assess the effectiveness of a serious game designed for ethics education. We provide access to the quantitative questionnaire, its codebook, and the dataset generated during the validation of the authors’ approach using a serious game for teaching business ethics.The integration of both methods allowed us to validate the game as a relevant and effective strategy for promoting ethical reflection among university students. These findings support the consistency and reliability of the method used for validating serious games.Methodological Highlights • The quantitative assessment is based on the Technology Acceptance Model III (TAM III) and the Theory of Planned Behavior (TPB). • Qualitative inquiry analyzes students’ group work to understand their perceptions of ethical phenomena after gameplay. • Professors can use insights from students' perceptions as a starting point or framework for takeaways in future game applications.
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spelling doaj-art-0e8de7e9d73248ee83117623be0a63f92025-08-20T02:35:07ZengElsevierMethodsX2215-01612025-06-011410329910.1016/j.mex.2025.103299A design science approach to mixed-methods evaluation in serious game researchLuis Demetrio Gómez García0Gloria María Zambrano Aranda1Emerson Jesus Toledo Concha2Corresponding author.; Academic Department of Accounting Sciences, Pontificia Universidad Católica del Perú, Av. Universitaria 1801, San Miguel, 15088, Lima, PerúAcademic Department of Accounting Sciences, Pontificia Universidad Católica del Perú, Av. Universitaria 1801, San Miguel, 15088, Lima, PerúAcademic Department of Accounting Sciences, Pontificia Universidad Católica del Perú, Av. Universitaria 1801, San Miguel, 15088, Lima, PerúFor a serious game to be effective, it must undergo rigorous validation process. A Design Science approach advocates the use of quantitative or qualitative research methodologies within the creation and validation of artifacts, an approach suitable for evaluating serious games as educational tools.This study presents a methodological framework that integrates quantitative measurement and qualitative inquiry to assess the effectiveness of a serious game designed for ethics education. We provide access to the quantitative questionnaire, its codebook, and the dataset generated during the validation of the authors’ approach using a serious game for teaching business ethics.The integration of both methods allowed us to validate the game as a relevant and effective strategy for promoting ethical reflection among university students. These findings support the consistency and reliability of the method used for validating serious games.Methodological Highlights • The quantitative assessment is based on the Technology Acceptance Model III (TAM III) and the Theory of Planned Behavior (TPB). • Qualitative inquiry analyzes students’ group work to understand their perceptions of ethical phenomena after gameplay. • Professors can use insights from students' perceptions as a starting point or framework for takeaways in future game applications.http://www.sciencedirect.com/science/article/pii/S2215016125001451Design Science Approach to Mixed-Methods Evaluation in Serious Game Research
spellingShingle Luis Demetrio Gómez García
Gloria María Zambrano Aranda
Emerson Jesus Toledo Concha
A design science approach to mixed-methods evaluation in serious game research
MethodsX
Design Science Approach to Mixed-Methods Evaluation in Serious Game Research
title A design science approach to mixed-methods evaluation in serious game research
title_full A design science approach to mixed-methods evaluation in serious game research
title_fullStr A design science approach to mixed-methods evaluation in serious game research
title_full_unstemmed A design science approach to mixed-methods evaluation in serious game research
title_short A design science approach to mixed-methods evaluation in serious game research
title_sort design science approach to mixed methods evaluation in serious game research
topic Design Science Approach to Mixed-Methods Evaluation in Serious Game Research
url http://www.sciencedirect.com/science/article/pii/S2215016125001451
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