Abstract
This chapter explores the context for the new paradigm of learning emerging in education, in relation to key critical concepts that centre around gamification, immersion, interface and social interactivity. The chapter provides an extensive literature review as part of the context for the paradigm shift, including considering serious games and gamification, and social learning as key constructs for considering the changes to educational practices and infrastructure faced by educationalists and instructors over the coming years. The chapter also provides an historical background section and highlights some of the conceptual work that has been done already to frame the changes, firstly in relation to the notion of ‘gamification’ through the lens of an historical overview of serious games and secondly in a section exploring the need for an overall model for serious game design based upon four models and frameworks developed in past research work including the four dimensional framework, exploratory learning model, multimodal interface architecture model and the game-based learning framework. The chapter aims to set out the key conceptual territory for serious game design and bring together the main theoretical areas under consideration for future development of effective serious game content.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Active Words Inc.: Active Words. http://www.activeworlds.com (2008). Accessed 18 Sept 2008
Anderson, E.F., McLoughlin, L., et al.: Serious games in cultural heritage. In: Proceedings of the 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage – STARs session, Eurographics, Malta, pp. 29–48, 22–25 September 2009
Annetta, L.A., Murray, M.R., et al.: Serious games: Incorporating video games in the classroom. Educause Rev. 3, 16–22 (2006)
Arnab, S., Petridis, P., Dunwell, I., de Freitas, S.: Touching artefacts in an ancient world on a browser-based platform. IADIS International Conference: Web Virtual Reality and Three-Dimensional Worlds 2010, Freiburg, Germany, 27–29 July (2010)
Baddeley, A.D.: The episodic buffer: A new component of working memory? Trends Cogn. Sci. 4(11), 417–423 (2000)
BinSubaih, A., Maddock, S., Romano, D.M.: An architecture for portable serious games. In: Doctoral Symposium hosted at the 20th European Conference on Object-Oriented Programming ECOOP 2006, Nantes, France (2006)
Brown, S.: Play as an organizing principle. In: Bekoff, M., Byers, J.A. (eds.) Animal Play: Evolutionary, Comparative, and Ecological Perspectives, pp. 243–259. Cambridge University Press, Cambridge (1998)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper and Row, New York (1990)
de Freitas, S., Jarvis, S.: Towards a development approach for serious games. In: Connolly, T.M., Stansfield, M., Boyle, E. (eds.) Games-Based Learning Advancements for Multi-Sensory Human-Computer Interfaces: Techniques and Effective Practices, pp. 215–231. IGI Global, Hershey, PA (2008)
de Freitas, S., Neumann, T.: The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Comput. Educ. 52(2), 343–352 (2009)
de Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Edu. 46(3), 249–264 (2006)
de Lisi, R., Wolford, J.L.: Improving children’s mental rotation accuracy with computer game playing. J. Genet. Psychol. 163(3), 172–182 (2002)
Dunwell, I., de Freitas, S.: Four-dimensional consideration of feedback in serious games. In: de Freitas, S., Maharg, P. (eds.) Digital Games and Learning, pp. 42–62. Continuum Publishing, London (2011)
Fadel, C.: Multimodal learning through media: What the research says, White Paper, Cisco. http://www.cisco.com/web/strategy/docs/education/Multimodal-Learning-Through-Media.pdf (2008). Accessed 30 Oct 2009
Forterra Systems Inc.: OLIVE – Purpose driven virtual worlds for everyone. http://www.forterrainc.com/images/stories/pdf/OLIVE_Dec07_Final_Rev.pdf (2008). Accessed 18 Sep 2008
Groenewegen, S., Strassner, J.: Virtuelle Charaktere in Lehrsituationen: Ein Konzept zur Nachbildung von realem Unterricht. In: Groenewegen S., Strassner, J. (eds.) 1.Workshop AR VR, im Tagungsband Graphiktag 2004, GI Chemnitz (2004)
Hagel, H., Armstrong, A.: Net Gain: Expanding Markets through Virtual Communities. Business School Press, Boston, MA (1997)
Hodgins, D.: Coordinator early childhood education. Male and female differences. languagelog.ldc.upenn.edu/myl/llog/Hodgins1.pdf (2005). Accessed 13 Feb 2009
Interactive Software Federation of Europe: Video gamers in Europe 2010 report. http://www.isfe.eu/sites/isfe.eu/files/isfe_final_combined.pdf (2010). Accessed 24 Nov 2011
Jarvis, S., de Freitas, S.: Evaluation of an immersive learning programme to support triage training. In Proceedings of the 1st IEEE International Conference in Games and Virtual Worlds for Serious Applications, IEEE Computer Society, Coventry, UK, 23–24 March 2009
Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H.: A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics 122, 305–317 (2008)
Kirriemuir, J., McFarlane, C.A.: Literature review in games and learning, White Paper, Future Lab. http://www.futurelab.org.uk/resources/documents/lit_reviews/Games_Review.pdf (2006). Accessed 30 Oct 2009
Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K., Dunwell, I.: Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation J. 81(9), 1174–1179 (2010)
Kolb, D.A.: Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall, Englewood Cliffs, NJ (1984)
Liarokapis, F., Mourkoussis, N., et al.: Web3D and augmented reality to support engineering education, World Trans. Eng. Technol. Educ. UICEE 3(1), 11–14 (2004)
Linden Research: Second life. http://www.secondlife.com (2008). Accessed 18 Sep 2008
Losh, E.: Polite company: Rules of play in five Facebook games. In: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, pp. 345–351. ACM Press, Yokohama, Japan (2008)
MacCallum-Stewart, E.: Stealth learning in online learning. In: de Freitas, S., Maharg, P. (eds.) Digital Games and Learning, pp. 107–218. Continuum Press, London & New York (2011)
McGonigal, J.: Reality is Broken. Jonathan Cape, London (2011)
Mitchell, A., Savill-Smith, C.: The Use of Computer and Video Games for Learning: A Review of the Literature. Learning and Skills Development Agency, London. http://www.lsda.org.uk/ (2004). Accessed 10 Oct 2008
Paivio, A.: Mental Representations: A Dual Coding Approach. Oxford University Press, New York, NY (1990)
Panzoli, D., Peters, C., Dunwell, I., Sanchez, S., Petridis, P., Protopsaltis, A., Scesa, V., de Freitas, S.: Levels of interaction: A user-guided experience in large-scale virtual environments. In: IEEE 2nd International Conference in Games and Virtual Worlds for Serious Applications (VS GAMES10), pp. 87–90. IEEE, Braga, Portugal, 26–27 March 2010
Rebolledo-Mendez, G., Avramides, K., de Freitas, S., Memarzia, K.: Societal impact of a Serious Game on raising public awareness: The case of FloodSim. In: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, pp. 15–22. New Orleans, Louisiana (2009)
Rieber, L.P.: Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educ. Technol. Res. Dev. 44(2), 43–58 (1996)
Solanki, D.: Do E-learning and Serious Games help students to revise more effectively rather than the traditional approach of using Textbooks? Bachelors Dissertation, Coventry University (2009)
Sørensen, B.H., Meyer, B.: Serious games in language learning and teaching – a theoretical perspective. In: Proceedings of the 3rd International Conference of the Digital Games Research Association, pp. 559–566, Tokyo, Japan (2007)
Staalduinen, J.P.v., de Freitas, S.: A game-based learning framework: Linking game design and learning outcomes. In: Khyne, M.S. (ed.) Learning to Play: Exploring the Future of Education with Video Games, pp. 29–54. Peter Lang, New York (2011)
Susi, T., Johannesson, M., Backlund, P.: Serious games – an overview. Technical Report HS-IKI-TR-07-001. http://www.his.se/upload/19354/HS-%20IKI%20-TR-07-001.pdf (2007). Accessed 10 Oct 2008
van Eck, R.: Digital game-based learning: It’s not just the digital natives who are restless. Educause Rev. 41(2), 16–30 (2006, March)
White, M., Petridis, P., Liarokapis, F., Plecinckx, D.: Multimodal mixed reality interfaces for visualizing digital heritage. Int. J. Architectural Comput. (IJAC), Special Issue on Cultural Heritage 5, 2, Multi-Science Publishing Co Ltd, 322–337 (June, 2007)
Zyda, M.: From visual simulation to virtual reality to games. Computer 38(9), 25–32 (2005)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag London Limited
About this chapter
Cite this chapter
de Freitas, S., Liarokapis, F. (2011). Serious Games: A New Paradigm for Education?. In: Ma, M., Oikonomou, A., Jain, L. (eds) Serious Games and Edutainment Applications. Springer, London. https://doi.org/10.1007/978-1-4471-2161-9_2
Download citation
DOI: https://doi.org/10.1007/978-1-4471-2161-9_2
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-4471-2160-2
Online ISBN: 978-1-4471-2161-9
eBook Packages: Computer ScienceComputer Science (R0)