Assessing the Reach and Impact of Game-Based Learning Approaches to
  Cultural Competency and Behavioural Change
  As digital games continue to be explored as solutions to educational and
behavioural challenges, the need for evaluation methodologies which support
both the unique nature of the format and the need for comparison with other
approaches continues to increase. In this workshop paper, a range of challenges
are described related specifically to the case of cultural learning using
digital games, in terms of how it may best be assessed, understood, and
sustained through an iterative process supported by research. An evaluation
framework is proposed, identifying metrics for reach and impact and their
associated challenges, as well as presenting ethical considerations and the
means to utilize evaluation outcomes within an iterative cycle, and to provide
feedback to learners. Presenting as a case study a serious game from the Mobile
Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive
Learning Technologies and Social Networks (MASELTOV) project, the use of the
framework in the context of an integrative project is discussed, with emphasis
on the need to view game-based learning as a blended component of the cultural
learning process, rather than a standalone solution. The particular case of
mobile gaming is also considered within this case study, providing a platform
by which to deliver and update content in response to evaluation outcomes.
Discussion reflects upon the general challenges related to the assessment of
cultural learning, and behavioural change in more general terms, suggesting
future work should address the need to provide sustainable, research-driven
platforms for game-based learning content.
