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
Link To Document