EXPLORING THE POTENTIAL OF GAME WALKTHROUGHS IN EDUCATION: A COMPARISON OF VARIOUS FORMS OF SERIOUS GAMES
Abstract
Serious games, specifically VR narrative games, have demonstrated their effectiveness in motivating students and improving cognitive skills in educational settings. However, due to the pervasiveness and convenience of gaming, game walkthroughs have become a popular alternative for gamers to experience and enjoy gameplay without the commitment of time and effort demanded by full-fledged games. This paper investigates the possibility of using game walkthroughs as an educational tool and compares their efficacy in improving learning outcomes with respect to actual gameplay. The study analyzes the information that subjects remember from game walkthroughs and gameplay, examines the strengths and weaknesses of both these mediums, and evaluates the impact of VR technology on the results. The findings suggest that game walkthroughs enable students to follow the experiences of actual game players with a degree of empathy but are limited in promoting critical thinking skills. Additionally, the study demonstrates that game walkthroughs of VR games are not efficient in facilitating situational memory performance. However, game walkthroughs are still a feasible educational option outside the classroom due to their accessibility and prevalence. The document also delves into the meaning and evolution of serious games while underscoring the significance of immersion and narrative in enhancing situational memory performance. The paper concludes with certain limitations of the study and recommendations for future research in this area.