Games for learning

Michaela Slussareff, Eelco Braad, Philip Wilkinson, Björn Strååt

    Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

    937 Downloads (Pure)

    Abstract

    This chapter discusses educational aspects and possibilities of serious games. For researchers as well as game designers we describe key learning theories to ground their work in theoretical framework. We draw on recent metareviews to offer an exhaustive inventory of known learning and affective outcomes in serious games, and to discuss assessment methods valuable not only for research but also for efficient serious game design. The implementation and design of serious games are outlined in separated sections. Different individual characteristics that seem to be strongly affecting process of learning with serious games (learning style, gender and age) are discussed with emphasis on game development.
    Original languageEnglish
    Title of host publicationEntertainment computing and serious games 
    EditorsRalf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
    PublisherSpringer
    Pages189-211
    ISBN (Electronic)978-3-319-46152-6
    ISBN (Print)978-3-319-46151-9
    Publication statusPublished - Sept 2016

    Publication series

    SeriesLecture Notes in Computer Science
    Volume9970

    Keywords

    • computer games
    • education
    • design
    • digital game-based learning
    • serious games
    • serious game design
    • learning theories

    Fingerprint

    Dive into the research topics of 'Games for learning'. Together they form a unique fingerprint.

    Cite this