• DocumentCode
    2125095
  • Title

    Effective learning through meaning construction in digital role playing games

  • Author

    Jantke, Klaus P. ; Hume, Tim

  • Author_Institution
    Fraunhofer Inst. for Digital Media Technol., Erfurt, Germany
  • fYear
    2015
  • fDate
    9-12 Jan. 2015
  • Firstpage
    653
  • Lastpage
    656
  • Abstract
    Game-based learning (GBL) is promising, almost as promising as learning when sleeping. But why does it work? And how to implement it? For which purpose is it appropriate? And when is GBL doomed to fail? Serious games design is an art. How can game designers and developers utilize deep and well-established results of the humanities to make the design and implementation of digital games for learning a routine process? The understanding of digital role-playing based on theories of social psychology such as symbolic interactionism leads to the authors´ original generic approach to game-based learning design. A serious game has already been designed, implemented, and evaluated for language learning that runs on conventional computers, as well as on varying mobile devices such as tablets. The stage is set for a series of similar role-playing games which allow for learning in largely varying domains.
  • Keywords
    computer aided instruction; linguistics; psychology; serious games (computing); GBL; digital role playing games; game-based learning design; language learning; meaning construction; mobile devices; serious game design; social psychology; symbolic interactionism; tablets; Art; Computers; Conferences; Consumer electronics; Games; Media; Psychology; Game-based learning; game design; role playing;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Consumer Electronics (ICCE), 2015 IEEE International Conference on
  • Conference_Location
    Las Vegas, NV
  • Print_ISBN
    978-1-4799-7542-6
  • Type

    conf

  • DOI
    10.1109/ICCE.2015.7066566
  • Filename
    7066566