Games for Learning

This data was imported from Scopus:

Authors: Slussareff, M., Braad, E., Wilkinson, P. and Strååt, B.

Volume: 9970 LNCS

Pages: 189-211

ISBN: 9783319461519

DOI: 10.1007/978-3-319-46152-6_9

© Springer International Publishing AG 2016. 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 metareviews 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.

This data was imported from Web of Science (Lite):

Authors: Slussareff, M., Braad, E., Wilkinson, P. and Straat, B.

Volume: 9970

Pages: 189-211

ISBN: 978-3-319-46151-9

DOI: 10.1007/978-3-319-46152-6_9

The data on this page was last updated at 05:09 on February 27, 2020.