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International Journal on Innovations in Online Education

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ISSN Druckformat: 2377-9519

ISSN Online: 2377-9527

H-Index: 3

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SERIOUS GAMES IN ONLINE LEARNING

Volumen 2, Ausgabe 3, 2018, 27 pages
DOI: 10.1615/IntJInnovOnlineEdu.2019029871
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ABSTRAKT

Gamification is an umbrella term which denotes a series of instructional activities which use game elements in nongame settings. Under this definition, there are various categories of gamification-based applications for learning, including serious educational games (SEGS), serious games, and educational simulations. This is the first of a two-part series on how to build serious games for online learning. In this paper we will examine the use of SEGS in training and education through a literature review. The second article will be on how to create immersive games for training. Educational technology practices such as building high-engagement learning management systems, classroom game activities, and other forms of related curriculum development are all addressed. There is overwhelming evidence on the efficacy of SEGS and simulation games in higher education and training. Success factors and processes for building effective SEGS are reviewed in this first paper.

REFERENZIERT VON
  1. Almeida Fernando, Simões Jorge, Evaluation of the Player's Performance in Entrepreneurship Serious Games, in Practical Perspectives on Educational Theory and Game Development, 2021. Crossref

  2. Verkuyl Margaret, Djafarova Naza, Mastrilli Paula, Atack Lynda, Virtual Gaming Simulation: Evaluating Players’ Experiences, Clinical Simulation in Nursing, 63, 2022. Crossref

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