Describing and Studying Domain-Specific Serious Games

  • Joke Torbeyns
  • Erno Lehtinen
  • Jan Elen

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xi
  2. Joke Torbeyns, Erno Lehtinen, Jan Elen
    Pages 1-6
  3. Game Descriptions

    1. Front Matter
      Pages 7-7
    2. Sarah Linsen, Bieke Maertens, Jelle Husson, Lieven Van den Audenaeren, Jeroen Wauters, Bert Reynvoet et al.
      Pages 9-26
    3. Sylke Vandercruysse, Marie Maertens, Jan Elen
      Pages 27-43
    4. Erno Lehtinen, Boglárka Brezovszky, Gabriela Rodríguez-Aflecht, Henrik Lehtinen, Minna M. Hannula-Sormunen, Jake McMullen et al.
      Pages 45-61
    5. Sylke Vandercruysse, Judith ter Vrugte, Ton de Jong, Pieter Wouters, Herre van Oostendorp, Lieven Verschaffel et al.
      Pages 63-81
    6. Luc Geurts, Vero Vanden Abeele, Véronique Celis, Jelle Husson, Lieven Van den Audenaeren, Leen Loyez et al.
      Pages 93-114
  4. Empirical Studies on Serious Games

    1. Front Matter
      Pages 115-115
    2. Marie Maertens, Mieke Vandewaetere, Frederik Cornillie, Piet Desmet
      Pages 117-131
    3. Sylke Vandercruysse, Elke Desmet, Mieke Vandewaetere, Jan Elen
      Pages 133-153
    4. Boglárka Brezovszky, Gabriela Rodríguez-Aflecht, Jake McMullen, Koen Veermans, Nonmanut Pongsakdi, Minna M. Hannula-Sormunen et al.
      Pages 155-170
    5. Gabriela Rodríguez-Aflecht, Boglárka Brezovszky, Nonmanut Pongsakdi, Tomi Jaakkola, Minna M. Hannula-Sormunen, Jake McMullen et al.
      Pages 171-189
    6. Pieter Wouters, Herre van Oostendorp, Judith ter Vrugte, Sylke Vandercruysse, Ton de Jong, Jan Elen
      Pages 191-207
    7. Jon R. Star, Jason A. Chen, Megan W. Taylor, Kelley Durkin, Chris Dede, Theodore Chao
      Pages 209-230
    8. Hedwig Gasteiger, Andreas Obersteiner, Kristina Reiss
      Pages 231-250
  5. Back Matter
    Pages 251-259

About this book

Introduction

This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and  the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.

Keywords

game design principles games and education games in the classroom games research learning and serious games serious games

Editors and affiliations

  • Joke Torbeyns
    • 1
  • Erno Lehtinen
    • 2
  • Jan Elen
    • 3
  1. 1.Education and TrainingKU LeuvenLeuvenBelgium
  2. 2.Department of Teacher EducationUniversity of TurkuTurkuFinland
  3. 3.Education and TrainingKU LeuvenLeuvenBelgium

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-20276-1
  • Copyright Information Springer International Publishing Switzerland 2015
  • Publisher Name Springer, Cham
  • eBook Packages Humanities, Social Sciences and Law
  • Print ISBN 978-3-319-20275-4
  • Online ISBN 978-3-319-20276-1
  • About this book