Serious Games and Learning Essay

Serious Games and Learning Essay

Length: 3006 words (8.6 double-spaced pages)

Rating: Good Essays

Open Document

Essay Preview

Contents

Serious games 2
Common game attributes 4
Serious games and Learning: 6
Who uses serious games? 7
Games in higher education: 7
Games in schools: 8
Meeting the needs of today’s learner 9
Let the games begin 10
Conclusion: 11
Description of a learning artifact: 12
Construct a model: 13
Discussion of learning artifact: 15
References 17










Serious games

Serious games refers to video and computer games which are designed mainly for the purpose not for purely entertainment base but have a purpose more towards serious side. The adjective serious is commonly used to refer to the products which are associated with products of industries related to the fields of health care, education, politics, defense etc. in education the purpose of serious games is carefully and explicitly thought out which are not played with the intention for amusement. Michael and Chen (2005) believe that serious games which are used in education have a primary goal other than that of entertainment.
Global changes are represented by serious games that aim in developing affordable, intuitive, familiar and much accessible training environments for a much wider range of training and educational applications starting right from national heritage to the interaction at multicultural level, health care and medicine to the training of defense for various operations. Games that are played with the purpose of learning in education often use series of choices and are rule based are termed as applications which use characteristics of both computer and video games. The aim of such games is to create an immersive and engaging learning experience which would help to deliver specific learning goals, experiences and outcomes (Bellotti, B...


... middle of paper ...


...& Primavera, L. (2009). Adaptive experience engine for serious games.
Freitas, S. D., & Neumann, T. (2009). The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. . Computers & Education , 343–352. .
Gee, J. P. (2003). What videogames have to teach us about learning and literacy. New York.
Michael, D. R., & Chen, S. L. (2005). Serious Games: Games That Educate, Train, and Inform. .
Pillay, H., 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). Potentials of games and digital game-based learning.
Prensky, M. (2001). Digital Game-based Learning. . New York: : McGraw-Hill.
Sandford, R. (2006). Teaching with Games: using computer games in formal education. . Bristol: Futurelab.



Need Writing Help?

Get feedback on grammar, clarity, concision and logic instantly.

Check your paper »

Game-Based Learning (GBL) Tools Essay

- The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning....   [tags: methods, gamification, games, learning]

Good Essays
1410 words (4 pages)

The Design Of E Learning Content Essay

- Implications This study examined the design of e-learning content and the effects that the design of e-learning content can have on increasing knowledge and performance. The research focused on the delivery of content either asynchronous or synchronous, interactive material, and the length of e-learning content as factors of design that effect knowledge and performance. The results of this study could be used by organizations to better design e-learning content to develop its employee’s job knowledge and overall performance....   [tags: Employment, Learning, Soldier, E-learning]

Good Essays
822 words (2.3 pages)

Video Games in Education Essay

- Video games have been around since 1972, when Pong was released by the Atari Corporation. Since Pong, games have vastly improved in both realism and complexity. This has led some critics to attack video games because of their violence and numbing the player’s sensitivity to cruelty and death. However supporters of this new medium have tried to show how video games can also be used as a learning tool in the classroom (Aguilera, Video Games and Education). Through various studies games have proven themselves as an effective teaching tool and society is beginning to accept video games as more than just entertainment....   [tags: Games, Technology, Spacial]

Good Essays
1821 words (5.2 pages)

Essay on Censoring Video Games

- The censoring of violent video games has been a controversial issue since the early 90’s to the present time, and has been growing more and more with the advanced graphics that have been developing each and every year. (Including the fact that people react even more to the unexplained missions that they give in video games). For the good of society violent video games should be banned. There are many positive effects to censoring violent video games, but one that has the most impact on the whole controversial issue is health....   [tags: violent video games, obesity]

Good Essays
962 words (2.7 pages)

Essay on How Are Violent Video Games Affecting Young People?

- “YOU SUCK!” “I killed him!” “Head shot!” These are just a few examples of dialogue spoken by children while they are playing violent video games. These video games might seem like harmless fun, but what if the violence in these games is affecting the behavior of young players interacting with others. In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers....   [tags: Society, Technology, Video Games]

Good Essays
898 words (2.6 pages)

Essay about Video Games: Good or Bad?

-             Many young children and teenagers have heard their mother’s incessant plead to get away from the screen and to go outside or pick up a book for once instead. The urge to play “just one more level” before starting that homework or doing those chores can be quite distracting. But are video games really as awful as Mom exclaims or as brutal as those TV ads depict. It turns out that video games can have a strong impact on participants’ lives in both positive as well as negative ways. When imagining the typical video gamer, one might envision the stereotypical overweight, slightly nerdy looking man who traps himself within his basement till two every morning leveling his character....   [tags: Video Games Pros Cons 2014]

Good Essays
1100 words (3.1 pages)

Benefits Of Technology Enhanced Learning Essay

- - Introduction: The ultimate aim of the education is not only to acquire knowledge but also to apply the knowledge in practice and ideally throughout all aspects of life. However, the complexity is the nature of real-world problems that students will face in their future practices. In such situations, technology can be adopted in Teaching and Learning (T&L) process in order to address complex and real-world problems. Technology-enhanced learning utilises the Information Communication and Technology (ICT) to support and enhance the quality of T&L process....   [tags: Education, Educational psychology, Learning]

Good Essays
1861 words (5.3 pages)

Essay about The Effectiveness of Educational Games

- ... Lester et al. [11] described the design issues and the empirical findings about motivation in narrative-centered learning environments. They found a strong connection between narrative and educational game and they claimed that narrative-centered learning environment is a promising approach for fostering positive learning gains, as well for promoting student motivation. On the other hand, Padilla-Zea et al. [12] included digital storytelling in an educational video game and introduced narrative elements to fostering the students’ motivation in learning processes by integrating specific educational models and ludic aspects....   [tags: learning, technology, acs]

Good Essays
917 words (2.6 pages)

Computer Games : Video Games Essay

- Computer Games Personal computer games refer to the video games which are played on personal computers rather than on arcade machines or video game consoles. The most defining features of these games include a higher degree of user control over the gaming software and hardware and an absence of central controlling ability. Another defining characteristic of the computer games is the increased capacity for input to the pc, processing and consequently the output. People playing computer games are able to interact with objects displayed on the computer screen for the purpose of entertainment....   [tags: Video game, Personal computer game]

Good Essays
1232 words (3.5 pages)

The Effect Of Recess On Children 's Learning, Social Development, And Health

- I always knew recess was important, but after taking this course I learned how it targets all aspects of child development such as cognitive, creative, emotional, physical, and social on the whole child. Recess should be an unstructured, positive experience that should influence children’s learning, social development, and health. There are significant cognitive benefits of recess that should be taken into serious consideration in schools. The American Association for the Child 's Right to Play reports that as many as 40 percent of school districts in the United States have reduced recess in the past few years....   [tags: Play, Learning, Childhood, Child development]

Good Essays
1143 words (3.3 pages)