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The idea of using the cool modern computer games for serious, particularly
learning games has become a major field of psycho-pedagogical research and those
games will definitely play an important role in the future educational landscape. On
this playful basis, “serious” games can make learning a more pleasant activity, maybe
a more effective activity (for which we occasionally find evidence), maybe more
suitable for the “digital natives”, but definitely we can reach those children and
Σελ. 46, Also, considering that most serious games attempt to emulate a
order to do a more realistic simulation, is both appealing and doable with the
MARTIN RUSKOV, WILLIAM SEAGER, «What Can Bits Teach about Leadership:
A Study of the Application of Variation Theory in Serious Games», σελ. 49-60, 49,
Σελ. 49, Serious games have been widely appreciated as an attractive and accessible
form of experiential learning,
MANUEL FRADINHO OLIVEIRA, BJORN ANDERSEN, JOAO PEREIRA,
WILLIAM SEAGER, CLAUDIA RIBEIRO, «The Use of Integrative Framework to
Support the Development of Competences», σελ. 117-128, 120,
Serious games are strong contenders to support competence development and have
potential advantages over more traditional learning methods and on-the-job training
motivation, provide ego gratification, encourage creativity, socialization and above all
are fun. Serious games also support a situated context for learning in a virtual world
as
when you learn by playing a game, you apply that learning immediately in the game
and move on to learning new skills [15]. Game scenarios and characters in the game
generated dynamically to suit the learning purposes. This is one way serious games
can offer the advantages of both experiential learning and situated learning, which is
The term “Serious Games” was introduced in the first decade of the 21st century to
describe projects that use computer game technology for purposes not generally
considered to be part of the mainstream games industry
EMMA NORLING, «On Evaluating Agents for Serious Games», στο FRANK
DIGNUM, JEFF BRADSHAW, BARRY SILVERMAN, WILLEM VAN
DOESBURG (Eds.), Agents for Games and Simulations: Trends in Techniques,
Concepts and Design, Springer, Berlin 2009, σελ. 155-169.
σελ. 155, In games that are developed purely for entertainment, one of the key goals is
to create ‘believable’ characters; this “does not mean an honest or reliable character,
but one that provides an illusion of life, thus permitting the audience’s suspension of
disbelief” [1]. In other words, so long as the behaviour of the character isn’t such that
the viewer stops to question it, it doesn’t matter if in reality the behaviour is
implausible; what is important is that the viewer is carried along with the story, and
that the character behaves ‘sensibly’ within the context of the story.
However ‘serious games’ is a label that has been termed to apply to a diverse
Sawyer and Smith have presented a taxonomy of these games, where the purpose
a role-playing game populated with humans. The role playing game we consider
and epistemic. In this game, humans play some role and discuss, negotiate and
decisions.
RAINER MALAKA, «How Computer Games Can Improve Your Health and
Fitness», σελ. 1-7, 1
last decade. Using computer game technology for serious applications can be
this mechanism by wrapping activities into games. Such games can have different
purpose, e.g.
Σελ. 25,
To establish the cause and effect of designed narration in SGs, the concept of
Narrative Serious Game Mechanics (NSGM) is proposed. An NSGM is identified in
a game design when aspects of narrative/storytelling such as dialogue, plot events
or character actions/behaviours are used to elicit specific pedagogical outcomes.
Σελ. 27,
Σελ. 12, Mingoville (Sørensen and Meyer, 2007) is a serious game based on the idea
that
children learn and are motivated by problem-solving and game activities rather than
Σελ. 46, This aim can be described as the intention to design a playful
environment that provides serious content, topics, narratives, rules and goals to foster