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What is Serious Gaming

Handbook of Research on Serious Games as Educational, Business and Research Tools
Serious games are computer and/or video games used beside entertaining goals for educational technology. Serious games can be of any genre and many of them can be considered a kind of edutainment. Computer based serious games are an e-Learning methodology (Thoben et al, 2005)
Published in Chapter:
Serious Gaming Supporting Competence Development in Sustainable Manufacturing
Heiko Duin (BIBA – Bremer Institut für Produktion und Logistik GmbH, Germany), Gregor Cerinšek (Institute for Innovation and Development of University of Ljubljana (IRI UL), Slovenia), Manuel Fradinho (The Foundation for Scientific and Industrial Research at the Norwegian Institute of Technology (SINTEF), Norway), and Marco Taisch (Politecnico di Milano, Italy)
DOI: 10.4018/978-1-4666-0149-9.ch003
Abstract
Becoming a sustainable global manufacturing enterprise is a challenge for almost every manufacturing organization in the world because of its multidimensional nature. Sustainability combines environmental, economic, and social dimensions and is considered to be a complex and hard to learn subject needing a lot of experience and competences. Traditional ways to create such experience and develop competences like role playing and simulations tend to take a lot of time and are expensive. On the other hand, serious gaming has proven to support learners in acquiring new and complex knowledge and is ideally suited to support problem based learning by creating engaging experiences around a contextual problem where users must apply competences to solve these presented challenges. This chapter introduces a new learning environment which is build around a gaming engine supporting the development of competences in specific subject areas. Selected competences in sustainable global manufacturing lead to the definition of scenarios, which then can be executed by a game engine, thus creating experience within the user. A knowledge ecology space allows the user to interact and reflect on learning outcomes with other participants. The subject of sustainable global manufacturing is the application case presented in this chapter showing how specific competences in this area have been identified and how a game scenario has been developed. Finally, its implementation and evaluation is discussed.
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More Results
Understanding Serious Gaming: A Psychological Perspective
The process of playing a game which has merit beyond the enjoyment of the game itself.
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