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Developments of Serious Games in Education

Developments of Serious Games in Education

ISBN13: 9781522504351|ISBN10: 1522504354|EISBN13: 9781522504368
DOI: 10.4018/978-1-5225-0435-1.ch016
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MLA

Sousa, Luís, et al. "Developments of Serious Games in Education." Handbook of Research on Human-Computer Interfaces, Developments, and Applications, edited by João Rodrigues, et al., IGI Global, 2016, pp. 392-419. https://doi.org/10.4018/978-1-5225-0435-1.ch016

APA

Sousa, L., Figueiredo, M., Monteiro, J., Bidarra, J., Rodrigues, J., & Cardoso, P. (2016). Developments of Serious Games in Education. In J. Rodrigues, P. Cardoso, J. Monteiro, & M. Figueiredo (Eds.), Handbook of Research on Human-Computer Interfaces, Developments, and Applications (pp. 392-419). IGI Global. https://doi.org/10.4018/978-1-5225-0435-1.ch016

Chicago

Sousa, Luís, et al. "Developments of Serious Games in Education." In Handbook of Research on Human-Computer Interfaces, Developments, and Applications, edited by João Rodrigues, et al., 392-419. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-5225-0435-1.ch016

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Abstract

As Human Computer Interaction technologies evolve, they are supporting the generation of innovative solutions in a broad range of domains. Among them, Serious Games are defined as new type of computer game that is capable of stimulating users to learn, by playing and competing against themselves, against other users or against a computer application. While it could be applied to a broad range of fields and ages, these games are becoming especially relevant in educational contexts and for the most recent generation of students that is growing in a new technological environment, very different from the one we had some years ago. However, in order to become fully accepted as a teaching/learning tool in both formal and informal contexts, this technology has still to overcome several challenges. Given these considerations, this chapter makes a state-of-the-art review of several works that were done in this field, followed by the description of two real world projects, helping to understand the applicability of this technology, but also its inherent challenges.

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