Cross-disciplinary approaches for developing serious games in Higher Education: Frameworks for Food Safety and Environmental Health Education

Rooney, P. and O'Rourke, K. C. and Burke, G. and Mac Namee, B. and Igbrude, C. (2009) Cross-disciplinary approaches for developing serious games in Higher Education: Frameworks for Food Safety and Environmental Health Education. [Conference Proceedings]

[img] Text
Rooney et al 2009 Cross-disciplinary approaches for developing serious games in Hig.pdf

Download (263kB)


While some educators have adopted commercial offthe-shelf games for use in the classroom, such games may not always meet the individual requirements of lecturers whose courses are tied to specific learning outcomes. An alternative is to capitalise on in-house expertise in Higher Education and create serious games through cross-disciplinary team projects. This paper outlines such a project within one Higher Education institution. It describes synergies created across disciplines as a result of the collaboration on game design and implementation. It looks at tensions generated between the pedagogical requirements (of lecturers), entertainment objectives (of games designers) and technical excellence (sought by developers). Additionally, this paper looks at two serious games designed within this framework. Through reflections on the process and the product, this paper examines whether the collaborative process adopted within a Higher Education context can generate a product good enough to sit beside professionally designed games. © 2009 IEEE.

Item Type: Conference Proceedings
Additional Information: Conference code: 77558; Cited By :2; Export Date: 23 February 2015; Correspondence Address: Rooney, P.; Dublin Institute of Technology, Dublin, Ireland; References: Squire, K.D., (2004) Replaying History: Learning World History Through Playing Civilization III, ,, PhD Thesis Indiana University. ONLINE - Accessed 31/10/06; Michael, D., Chen, S., (2005) Serious Games: Games That Educate, Train and Inform, , Boston; Thomson Course Technology; Nieborg, D.B., (2004) America's Army: More Than a Game?, ,, ONLINE Accessed 04/01/07; Schaffer, D.W., Squire, K.D., Halverson, R., Gee, J.P., Video Games and the Future of Learning (2005) Phi Delta Kappan, 87 (2), pp. 104-111. , pdf, ONLINE - Accessed 13/09/06; Van Eck, R., Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless (2006) EDUCAUSE Review, 41 (2), pp. 16-30. ,, ONLINE - Accessed 04/09/06; Prensky, M., (2001) Digital Game-Based Learning, , New York: McGraw-Hill; Kolb, D.A., (1984) Experiential Learning: Experience As the Source of Learning and Development, , London: Prentice-Hall; Savin-Baden, M., Howell Major, C., (2004) Foundations of Problem-based Learning, , Buckingham: Open University Press; Lave, J., Wenger, E., (1991) Situated Learning: Legitimate Peripheral Participation, , Cambridge: Cambridge University Press; (2006) Guide to Food Safety Training: Level 1 - Induction Skills and Level 2 - Additional Skills for Food and Non-food Handlers (Food Service, Retail and Manufacturing Sectors), , guide_to_food_safety_training_L1andL2.pdf, ONLINE - Accessed 05/06/06; Kennedy, D., (2006) Writing and Using Learning Outcomes: A Practical Guide, , Cork: Quality Promotion Unit, University College Cork; Adams, E., Rollings, A., (2007) Fundamentals of Game Design, , Upper Saddle River, N.J.: Pearson Prentice Hall; Bates, B., (2004) Game Design, , Boston; Thomson Course Technology
Uncontrolled Keywords: Design; Environmental health; Food safety; Higher education; Serious games; Collaborative process; Commercial off the shelves; Cross-disciplinary approaches; Cross-disciplinary teams; Game design; Games designers; Higher education institutions; Specific learning; Technical excellence; Education; Environmental engineering; Hazardous materials; Health; Game theory
Depositing User: National Forum
Date Deposited: 06 Dec 2015 16:55
Last Modified: 10 Dec 2015 22:19

Actions (login required)

View Item View Item


Downloads per month over past year