Games for learning

Michaela Slussareff, Eelco Braad, Philip Wilkinson, Björn Strååt

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

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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 - Sep 2016

Publication series

NameLecture notes in computer science
PublisherSpringer International Publishing
Volume9970

Keywords

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

Cite this

Slussareff, M., Braad, E., Wilkinson, P., & Strååt, B. (2016). Games for learning. In R. Dörner, S. Göbel, M. Kickmeier-Rust, M. Masuch, & K. Zweig (Eds.), Entertainment computing and serious games  (pp. 189-211). (Lecture notes in computer science; Vol. 9970). Springer.
Slussareff, Michaela ; Braad, Eelco ; Wilkinson, Philip ; Strååt, Björn. / Games for learning. Entertainment computing and serious games  . editor / Ralf Dörner ; Stefan Göbel ; Michael Kickmeier-Rust ; Maic Masuch ; Katharina Zweig. Springer, 2016. pp. 189-211 (Lecture notes in computer science).
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Slussareff, M, Braad, E, Wilkinson, P & Strååt, B 2016, Games for learning. in R Dörner, S Göbel, M Kickmeier-Rust, M Masuch & K Zweig (eds), Entertainment computing and serious games  . Lecture notes in computer science, vol. 9970, Springer, pp. 189-211.

Games for learning. / Slussareff, Michaela; Braad, Eelco; Wilkinson, Philip; Strååt, Björn.

Entertainment computing and serious games  . ed. / Ralf Dörner; Stefan Göbel; Michael Kickmeier-Rust; Maic Masuch; Katharina Zweig. Springer, 2016. p. 189-211 (Lecture notes in computer science; Vol. 9970).

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

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AB - 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.

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KW - onderwijs

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PB - Springer

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Slussareff M, Braad E, Wilkinson P, Strååt B. Games for learning. In Dörner R, Göbel S, Kickmeier-Rust M, Masuch M, Zweig K, editors, Entertainment computing and serious games  . Springer. 2016. p. 189-211. (Lecture notes in computer science).