The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education

V-Learning ◽  
2009 ◽  
pp. 25-34
Author(s):  
Leonard A. Annetta ◽  
Elizabeth Folta ◽  
Marta Klesath
Author(s):  
Ann Celestini

Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these sources of entertainment in an instructional capacity for educational purposes. Serious gaming as a result, focuses on engaging learners in activities which are not solely developed for enjoyment purposes. Goal oriented pursuits based in either an authentic or fictitious scenario can be designed to improve a learner or players motor and cognitive abilities or knowledge (de Freitas & Jarvis, 2006; Lamb et al., 2018; Protopsaltis et al., 2011). Serious gaming promotes intentional, active, and mobile learning that can be successfully used as a supplemental educational tool to facilitate a situated understanding of specific content (Admiral et al., 2011; Gee, 2005). This paper is a brief overview of game-based learning, or serious games, as an innovative instructional strategy in higher distance education.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2010 ◽  
Author(s):  
Sandro Scielzo ◽  
Fleet Davis ◽  
Jennifer M. Riley ◽  
John Hyatt ◽  
Donald Lampton ◽  
...  

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