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Games for Learning

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Entertainment Computing and Serious Games

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9970))

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 meta-reviews 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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Further Reading

Further Reading

  • Video Games and Learning: Teaching and Participatory Culture in the Digital Age by Kurt Squire (Teachers College Press, 2011)

  • Games, Learning, and Society: Learning in Doing: Social, Cognitive and Computational Perspectives by Constance Steinkuehler, Kurt Squire, Sasha Barab (Cambridge University Press, 2012)

  • Persuasive Games: The Expressive Power of Videogames by Ian Bogost (The MIT Press, 2010)

  • Values at Play in Digital Games by Mary Flanagan and Helen Nissenbaum (The MIT Press, 2014)

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Slussareff, M., Braad, E., Wilkinson, P., Strååt, B. (2016). Games for Learning. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_9

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