Topic > Serious games and learning - 3006

ContentsSerious games 2Common attributes of games 4Serious games and learning: 6Who uses serious games? 7Games in Higher Education: 7Games in Schools: 8Meeting the Needs of Today's Learner 9Let the Games Begin 10Conclusion: 11Describing an Educational Artifact: 12Building a Model: 13Discussion of Educational Artifacts: 15References 17Serious GamesSerious games refer to video games and video games for computers designed primarily for the purpose of not purely entertainment but with a more serious purpose. The adjective serious is commonly used to refer to products associated with products of industries related to the sectors of healthcare, education, politics, defense etc. In education the purpose of serious games is carefully and explicitly thought out and not played with the intention of having fun. Michael and Chen (2005) believe that serious games used in education have a different primary goal than entertainment. Global changes are represented by serious games that aim to develop convenient, intuitive, familiar and highly accessible training environments for a much wider audience. range of training and educational applications starting from national heritage to interaction at a multicultural level, from health and medical assistance to defense training for various operations. Games used for the purpose of learning in education often use a series of choices and are rule-based, they are defined as applications that use features of both computer games and video games. The aim of such games is to create an immersive and engaging learning experience that helps achieve specific learning objectives, experiences and outcomes (Bellotti, B...... middle of paper ...... & Primavera , L. (2009). Adaptive experience engine for serious games. Gee, J. P. (2003) .What video games have to teach us about learning and literacy. Michael, D. R., & Chen, S. L. (2005), Brownlee, J., & Wilss, L. (1999) Cognition and recreational computer games. : Implications for educational technology Journal of Research on Computing in Education,. 203–216.Pivec, M. (2006).Prensky, M. (2006). Teaching with games: Using computer games in formal education. . Bristol: Futurelab.