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
Description of a learning artifact: 12
Construct a model: 13
Discussion of learning artifact: 15
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...
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...& 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.
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