This website uses cookies to ensure you have the best experience. Learn more

Serious Games And Learning Essay

3311 words - 13 pages


Serious games 2
Common game attributes 4
Serious games and Learning: 6
Who uses serious games? 7
Games in higher education: 7
Games in schools: 8
Meeting the needs of today’s learner 9
Let the games begin 10
Conclusion: 11
Description of a learning artifact: 12
Construct a model: 13
Discussion of learning artifact: 15
References 17

Serious games

Serious games refers to video and computer games which are designed mainly for the purpose not for purely entertainment base but have a purpose more towards serious side. The adjective serious is commonly used to refer to the products which are associated with products of industries related to the fields of health care, education, politics, defense etc. in education the purpose of serious games is carefully and explicitly thought out which are not played with the intention for amusement. Michael and Chen (2005) believe that serious games which are used in education have a primary goal other than that of entertainment.
Global changes are represented by serious games that aim in developing affordable, intuitive, familiar and much accessible training environments for a much wider range of training and educational applications starting right from national heritage to the interaction at multicultural level, health care and medicine to the training of defense for various operations. Games that are played with the purpose of learning in education often use series of choices and are rule based are termed as applications which use characteristics of both computer and video games. The aim of such games is to create an immersive and engaging learning experience which would help to deliver specific learning goals, experiences and outcomes (Bellotti, Berta, Gloria, & Primavera, 2009).
Various names are used for such kinds of games like:
1. Simulation
2. Educational games
3. Digital game based learning
4. Games for change
5. Persuasive learning
6. Entertainment
7. Alternative purpose games
8. Synthetic learning environment
9. Games for good
An important point to note at this stage is that in learning process, serious games is not the explicit objective rather they are one of the forms of learning that is deeply embedded. Freitas and Neumann (2009) describe serious games as a mental contest that is played with the help of a computer by following specific set of rules which makes the use of entertainment to corporate training, education, strategic objectives of communication, health etc. This definition has given birth to a new terminology that is linked with serious games that are simulations. Simulations represent both real as well as hypothetical processes and even systems and mechanisms.
Serious games help to transform learning into a process that is more dynamic and engaging along with enhancing the work performance of learner. When students are learning with the help of some experience, the level of their retention understands in that case is higher....

Find Another Essay On Serious Games and Learning

Violent video games cause many problems for Teenagers

794 words - 4 pages will be punished.Result in the family and monetary compensation. Most times, it can affect teenagers study result and visual acuity. Playing violent video games will prepare young students scatter to the attention to learning, weaken their interest in learning, thus shortening the learning achievement.Long time playing violent games will reach the player's eyes due to excessive fatigue and suffering from diverse diseases of myopia, playing violent

Violent Video Games Essay

1046 words - 5 pages their lives. For example if in a game, the player is rewarded when he gets away with vandalism then the child could steal something while trying to recreate the game scene. Another sign of a problem would be the influence to become involved in serious negative behavior. “The fact that most teenagers play violent games suggests that many young people may be socialized through observational learning to behave aggressively and to be rewarded for

Game-Based Learning (GBL) Tools

1520 words - 7 pages productive and engaged students and workers—ones who embrace learning. There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive

Video Games Effects

2247 words - 9 pages slow one. If you do repetitive things that get boring after a while you stop learning because you’re not excited anymore. Schrater has found that violent video games actually help you better develop these skills than non-violent games such as Tetris or Pac-Man. Schrater believes that once the secret to perceptual learning is identified, it could help train surgeons and pilots more quickly (Henry). An iPhone app known as Touch Surgery “The

Video Games in Education

2251 words - 10 pages Video games have been around since 1972, when Pong was released by the Atari Corporation. Since Pong, games have vastly improved in both realism and complexity. This has led some critics to attack video games because of their violence and numbing the player’s sensitivity to cruelty and death. However supporters of this new medium have tried to show how video games can also be used as a learning tool in the classroom (Aguilera, Video Games and

Violent Video Games

2332 words - 10 pages reward, whether tangible or intangible. It also enhances the learning of violence, which makes player express more aggressive behavior. As mentioned before, violent video games teach that violence is ethical and an appropriate problem-solving strategy as well as a way to achieve goals. The human mind was initially programmed to stay away from violence, and feel rewarded by helping others, but from recent years that philosophy has flipped. Video

Video Games

1638 words - 7 pages one. If you do repetitive things that get boring after a while you stop learning because you’re not excited anymore. Schrater has found that violent video games actually help you better develop these skills than non-violent games such as Tetris or Pac-Man. Schrater believes that once the secret to perceptual learning is identified, it could help train surgeons and pilots more quickly (Henry). An iPhone app known as Touch Surgery “The Guardian

Video Game Violence

2538 words - 10 pages creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means. This essay will attempt to prove, that statements made regarding the inappropriateness of video games are untrue. The advantage of playing video games can be proven in their ability to enhance learning, hand

Video Games: A Rising Instigator

3575 words - 15 pages normal, loving, relationship and even shared the same bedroom," the sheriff's department said (Russell). Could you imagine an eight year old child, killing his own grandmother? One who cared for him and that he cared for, but was inspired by a video games countless acts of violence to go out of his way and harm another individual. Possible the most serious incident, as well as the most tragic, to date, would be the triple homicide committed by Devin

Games in Education

1206 words - 5 pages benefits of using computer games in learning and teaching. A research team will be formulated and the findings presented to representatives from the Ministry, School Board and teachers, students and parents to demonstrate the impact that gaming can have on the overall operations of the school and ultimately to fulfill the mission of producing students to function in the 21st century. Workshops will be developed to motivate teachers also provide them

The Impact of Video Games on American Culture

3088 words - 12 pages watching television or spending time doing meaningful activities. Video games can cause serious mental and physical health problems from excessive use. Too much video gaming can lead to obesity and mental health problems. In a recent two-year pathological study of over 3000 children in elementary and secondary school, aimed at examining the effects of prolonged video game use on children, results proved that “excess gaming leads to depression

Similar Essays

Videos And Games As Language Learning Methods

1273 words - 6 pages Esin Merdan Res. Assist. Emrah Atasoy IED 134 Research Techniques 24.04.2014 Videos and Games as Language Learning Methods In today’s conditions, learning at least one foreign language is a must-do in order to get a good job, communicate with foreigners, learn the world better, and many other reasons. Thanks to developments of technology and media there are a lot of ways to learn languages. Online websites, mobile applications, multimedia

The Impact Of Computer Games And Technology On Children's Learning

1255 words - 6 pages Technology as a Tool to Enhance Children’s Learning Technology is an excellent tool to motivate students. Also, technology-based learning experiences are successful because students are interested in activities that are engaging and they feel more connected to the content. This is best exemplified by a study conducted by Boeglin-Quintana & Donovan. The purpose of this study was to examine the impact of iPod device for listening to stories

Do Video Games Cause Violence? Essay

904 words - 4 pages without realizing the danger in the action. As far as the mentally ill, if the illness causes some serious mental instability and anything could affect the behavior of the person a lot then caution is recommended to be used when around video games. If someone was to be influenced by some form of video games, it may cause a child to try to re-enact a part from the game and as a result, cause some serious harm. This can include many things like

Video Games And Their Psychological Effects

3213 words - 13 pages attended classes and were learning by using educational video games got better scores than students that did not attend classes with educational video games (Riedel). This study encourages that video games expect leading to appearance of bad symptoms, may provide improving of human behavior and personal skills. These two studies best explain the reason why this topic is worth. The debate may be actuated about bad sides of using video games and