Design and Use of Serious Games
DOI: 10.1007/978-1-4020-9496-5_5
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Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis

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Cited by 33 publications
(17 citation statements)
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“…Thus, the game design must be intrinsically motivating, incorporating a fantasy theme the target user is interested in and stimulates him through curiosity. Therefore, an important challenge involved in designing and conceptualising serious games for language learning is that the "seriousness' of games can support curriculum aims and goals such as the use of interactivity, collaboration and exploration based simulations for teaching English in primary school [22]. Ang and Zaphiris (2008), wrote a research chapter in which they discussed and examined theoretical issues and practical challenges in game-based language learning to provide an overview of the natural learning process that happens within the educational game technologies of a CALL activity.…”
Section: Serious Games' Impact On Language Learningmentioning
confidence: 99%
“…Thus, the game design must be intrinsically motivating, incorporating a fantasy theme the target user is interested in and stimulates him through curiosity. Therefore, an important challenge involved in designing and conceptualising serious games for language learning is that the "seriousness' of games can support curriculum aims and goals such as the use of interactivity, collaboration and exploration based simulations for teaching English in primary school [22]. Ang and Zaphiris (2008), wrote a research chapter in which they discussed and examined theoretical issues and practical challenges in game-based language learning to provide an overview of the natural learning process that happens within the educational game technologies of a CALL activity.…”
Section: Serious Games' Impact On Language Learningmentioning
confidence: 99%
“…The framework, like the Semiotic Engineering framework, needs a specific research question to be answered in order to reach relevant conclusions [4]. The above case study presents serious gaming as a domain that can be explored using the above method, as serious games deal with an inherent tension between 'serious' content that needs to be transferred (typically the teacher's perspective) and the fun factor inherent in good games (the learner's Work-in-Progress: Evaluation and Design Methods CHI 2013: Changing Perspectives, Paris, France perspective): existing serious gaming models "generally separate the 'fun' and 'the serious' as formal and informal processes of learning", treating them as largely incompatible [8]. Depending on whether they foreground the 'fun' or 'the serious', players can have different interpretations of the game.…”
Section: Applicabilitymentioning
confidence: 99%
“…According to Van Eck (2006), various studies have examined the use of digital game-based learning by incorporating video games into the learning process in different ways: (1) students create video games, (2) teachers and developers create educational video games to teach the students and (3) commercial video games are used in the classroom. Additionally, while considering the different levels of the educational system, such as primary, secondary and higher education, Martín, Basilotta and García-Valcárcel (2016) classified studies focusing on video games and education into the following three main categories: (1) the use of video games created by companies, developers or institutions, whether 'Games for entertainment' (Meyer & Sørensen, 2009) or serious games (e. g. educational games); (2) the analysis of the educational possibilities of using specific video games in the classroom and educational proposals (but without using the video game in the real context) and (3) the creation of video games by students, teachers or both in collaboration.…”
Section: Types Of Studies About the Use Of Video Games In Educationmentioning
confidence: 99%