FUNIFICATION 2.0 Knowledge mobilization model for corporate and educational game-based learning (original) (raw)

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. Introduction The goal of this descriptive theoretical paper is to review the literature associated with "fun and play" and construct a model that reflects game-based learning (GBL) in the enterprise, governmental bodies, as well as within the higher education (HE) context. New research discoveries are emerging monthly about the advantages and disadvantages in the application of GBL within organizations and classrooms. A gap in the literature exists where the possibility of a new, emerging model to describe the value proposition for a serious game or simulation could prove very beneficial for instructional designers and instructors. This paper describes how the application of GBL processes is advantageous to organizational success within the context of education, learning, training, and development. Moreover, evidence has emerged that GBL has a significant impact upon learning outcomes within HE environments. Evidently, FUNIFICATION could be applied as a holistic knowledge mobilization (KMb) strategy to engage individuals in changing behavior in relationship to organizational strategies and goals, as well as increase motivation, engagement, and retention within a learning environment.