Innovations in Serious Games for future learning
Ma, Minhua, Oikonomou, Andreas and Jain, Lakhmi (2011) Innovations in Serious Games for future learning. In: Serious Games and Edutainment Applications. Springer, UK, pp. 3-7. ISBN 978-1-4471-2160-2
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Creators/Authors: | Ma, Minhua, Oikonomou, Andreas and Jain, Lakhmi | ||||||||||||
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Abstract: | Designing computer games or adopting commercial off-the-shelf games to support learning and teaching has become a promising frontier of education, since games technology is inexpensive, widely available, fun and entertaining for people of all ages, especially for the generation that grow up in constant contact with digital media. As a subset of serious games, computer-based edutainment can be dated back to early 1960s and begins to flourish around 2002. In this chapter, we provide the reader an overview of the book with a perspective of future trends of serious games, e.g. pervasive serious games, alternative input devices, social media and learning. | ||||||||||||
Official URL: | http://www.springerlink.com/content/978-1-4471-2161-9#section=1000352&page=1&locus=14 | ||||||||||||
Output Type: | Book Section | ||||||||||||
Uncontrolled Keywords: | games design, off the shelf | ||||||||||||
Schools and Departments: | School of Innovation and Technology | ||||||||||||
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Status: | Published | ||||||||||||
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Output ID: | 2074 | ||||||||||||
Deposited By: | Minhua Ma | ||||||||||||
Deposited On: | 21 Nov 2014 13:23 | ||||||||||||
Last Modified: | 21 Nov 2014 13:23 |
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