Skip to main content

Using Learning Games to Meet Learning Objectives

  • Conference paper
Serious Games Development and Applications (SGDA 2013)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8101))

Included in the following conference series:

  • 3508 Accesses

Abstract

This paper addresses the question on how learning games can be used to meet with the different levels in Bloom’s and the SOLO taxonomy, which are commonly used for evaluating the learning outcome of educational activities. The paper discusses the quality of game-based learning outcomes based on a case study of the learning game 6Styles.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Henriksen, T.D.: A little more conversation, a little less action, please. Rethinking learning games for the organisation. In: Department of Curriculum Research 2009. Danish School of Education, p. 250. Aarhus University, Copenhagen (2009)

    Google Scholar 

  2. Kirkpatrick, D.L.: Evaluation of training. In: Craig, R.L. (ed.) Training and Development Handbook: A Guide to Human Resource Development. McGraw Hill, New York (1976)

    Google Scholar 

  3. Bloom, B.: Taxonomy of Educational Objectives: The classification of Educational Goals. McKay, New York (1974)

    Google Scholar 

  4. Biggs, J., Tang, C.: Teaching for Quality Learning at University, 3rd edn. McGraw-Hill, Berkshire (2007)

    Google Scholar 

  5. Goleman, D.: Leadership that gets results. Harvard Business Review 78(2), 78–90 (2000)

    Google Scholar 

  6. Crookall, D.: Editorial: Debriefing. Simulation & Gaming 23(2), 141–142 (1992)

    Article  Google Scholar 

  7. Henriksen, T.D., Lainema, T.: Integrating learning games in business education. In: Meijer, S. (ed.) ISAGA 2013. Stockholm (2013)

    Google Scholar 

  8. Wahlgren, B.: Voksnes læreprocesser. i Uddannelse og Arbejde 2010, Akademisk Forlag, København (2010)

    Google Scholar 

  9. Galarneau, L.: Authentic learning experiences through play: Games, simulations and the construction of knowledge. In: Digital Games Research Association (DiGRA), Vancouver, Canada (2005)

    Google Scholar 

  10. Henriksen, T.D.: Challenges to designing Game-Based Business. In: Meijer, S. (ed.) ISAGA 2013, Stockholm (in press, 2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Henriksen, T.D. (2013). Using Learning Games to Meet Learning Objectives. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds) Serious Games Development and Applications. SGDA 2013. Lecture Notes in Computer Science, vol 8101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40790-1_28

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-40790-1_28

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40789-5

  • Online ISBN: 978-3-642-40790-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics