DocumentCode
3642685
Title
Serious computer games as instructional technology
Author
Matej Zapušek;Špela Cerar;Jože Rugelj
Author_Institution
Faculty of Education, University of Ljubljana, Slovenia
fYear
2011
fDate
5/1/2011 12:00:00 AM
Firstpage
1056
Lastpage
1058
Abstract
Serious computer games usually refer to games used for training, advertising, simulation, or education that are designed to run on personal computers. They allow learners to experience situations that are impossible in the real world for different reasons, such as safety, cost or time. They are supposed to have defined learning outcomes and are claimed to have positive impacts on the players´ development of new knowledge or different skills. To design good serious games we need to be able to design and produce good software. But they are more than software. We also need to be able to design and produce good instruction. The potential value of serious computer games for learning seems high, but there remains resistance to the use of games in the classroom. A reasonable way to convince more teachers to try games is through pedagogy, connecting elements of existing games designs with accepted learning and instructional theories. At the Faculty of Education of the University of Ljubljana we have been developing serious game TimeMesh in the framework of the Comenius programme. The game is intended to be used for learning history in primary and secondary schools, but at the same time pupils learn about different cultures and social relations in Europe in different historical periods.
Keywords
"Games","Computers","History","Europe","Materials","Education","Computational modeling"
Publisher
ieee
Conference_Titel
MIPRO, 2011 Proceedings of the 34th International Convention
Print_ISBN
978-1-4577-0996-8
Type
conf
Filename
5967211
Link To Document