Serious Games as a Learning Tool: A Scope in the Indian Context

Serious Games as a Learning Tool: A Scope in the Indian Context

DOI: 10.4018/978-1-6684-6320-8.ch004
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Abstract

Learning is acquiring new knowledge, understanding, or skills through various means and is challenging to measure. Serious games (SG) have the potential to allow users to learn through interaction in motivational and engaging aspects by harnessing enhanced game simulation to teach context-specific knowledge or skills. All SG may not show improved learning; content, objectives, and evaluation processes must be recognised before and during the game's development. The chapter saw a seed of potential and feasibility of SG in learning in the context of developing countries like India. Ancient Indian logic Tetralemma can be used in the design process. Domain experts and educators must be part of the development process. Learning and evaluating the envisioned learners should be fun and challenging, with a story adapted to connect to the user's real-life environment. SG can benefit learners, and researchers can investigate empirical evidence to help design SG that incorporates learning holistically.
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Introduction

The game has fascinated all age groups, and people tend to dedicate most of their leisure time to it. The enormous prosperity gaming industry reveals that play and technology can be used to enhance the learning experience. Learning involves new knowledge, skills, understanding, values, etc. and is challenging to measure. Researchers have specifically addressed motivation and play in a learning context and characterised them as individual and interpersonal motivations. The four critical characteristics of individual motivations in any environment are: challenge, curiosity, control, imagination/imaginary (fantasy), and interpersonal motivations are: cooperation, competition, and recognition (Malone & Lepper, 1987). In games, challenges and curiosity are typically generated by the progress's uncertainty, hazard, and unpredictability toward the desired goal. It activates and maintains the desire to continue the activity, and such a feeling of control resulting from freedom makes a player the master of that game.

Games are considered a common form of playing; playing ignites the symbolic use of objects; thus, it is considered the first form of symbolisation and constitutes the first step towards abstract thinking (Rosas, et al., 2003). The game has birthed video games, such as serious games, which can offer virtual environments where players engage in learning activities while carrying out tasks with motivation and enjoyment. Users and envisioned learners can invest time and effort merely to learn new knowledge or skill etc., through entertainment. Serious Game (SG) technology is an effective means to meet a wide variety of tactical training requirements and is particularly well suited to developing the cognitive skills necessary to turn a team into an expert group (Zyda, 2005; Roman & Brown, 2008). SG uses game technologies outside the entertainment (Plecher, et al., 2018). Although its potential has been discussed since 1970, an exploration of SG has been reflected and developed considerably from 2002 in numerous subjects or areas like marketing, education, military etc., and each application is designed in relevance to its specific paradigm (Abt, 1987; Yayilgan, 2010; Mouaheb, Fahli, Moussetad, & Eljamali, 2012; Samčović, 2018; Educational video game, 2022). Here, a mental contest played with or through a computer following context-specific rules that entertain uses meant to further government or corporate training, education, health, public policy, and strategic communication objectives (Zyda, 2005; Cheng, She, & Annetta, 2015; Graafland & Schijven, 2018). It has the potential of harnessing the technology-enhanced game simulation to teach context-specific knowledge or skills etc., to learners, in motivational and engaging aspects in an interactive manner. The chapter mainly discusses the use of SG in the learning domain and clarifies the difference between games, video games and serious games. The chapter explores the Ancient Indian form logic “Tetralemma” and the benefits, potential, and feasibility of SG and various design elements in the Indian context.

Key Terms in this Chapter

Immersion: The affective and perceptual experience of a game that makes them feel more like the character they're playing.

Learning: A process of acquiring new understanding, knowledge, information, skill etc.

Control: The opportunities, decisions, or actions players take to make choices that have direct impact, or consequences, in the game progression.

Serious Game (SG): Interactive games that can self-motivate users to repeat the actions given in the game to complete the context specific purpose. It can be designed in any interactive medium.

Fantasy: Games can incorporate imaginary worlds, characters, activity inside a world that has no impact on the real world, and nothing outside the game is relevant, but the context it leads the player to greater interest and helps to increase efficiency of learning.

Curiosity: Continual introduction of new information and non-deterministic story or outcomes.

Challenge: Incorporating progressive difficulty levels (e.g., accelerating speed, multiple gestures, or tempo etc.), multiple goals that is meaningful for individuals, provided within each appropriate level of difficulty relative to the players’ abilities.

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