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Advisor(s)
Abstract(s)
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative
solutions in a broad range of domains. Among them, Serious Games are defined as new type of computer game that is capable of stimulating users to learn, by playing and competing against themselves,
against other users or against a computer application. While it could be applied to a broad range of
fields and ages, these games are becoming especially relevant in educational contexts and for the most
recent generation of students that is growing in a new technological environment, very different from
the one we had some years ago. However, in order to become fully accepted as a teaching/learning tool
in both formal and informal contexts, this technology has still to overcome several challenges. Given
these considerations, this chapter makes a state-of-the-art review of several works that were done in this
field, followed by the description of two real world projects, helping to understand the applicability of
this technology, but also its inherent challenges.
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Citation
Sousa, L., Figueiredo, M., Monteiro, J., Bidarra, J., Rodrigues, J., & Cardoso, P. (2016). Developments of Serious Games in Education. In Handbook of Research on Human-Computer Interfaces, Developments, and Applications, (pp. 392-419). Hershey, PA: IGI Global. ISBN: 978-1-5225-0435-1.
Publisher
IGI Global