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.
|Titel||Entertainment computing and serious games |
|Redacteuren||Ralf Dörner, Stefan Göbel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig|
|ISBN van elektronische versie||978-3-319-46152-6|
|ISBN van geprinte versie||978-3-319-46151-9|
|Status||Published - sep 2016|
|Reeks||Lecture Notes in Computer Science|