scholarly journals Serious Games and Board Games Versus Cultural Changes

2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.

Author(s):  
Theresa Fleming ◽  
L Bavin ◽  
K Stasiak ◽  
E Hermansson-Webb ◽  
SN Merry ◽  
...  

© 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick. Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.


Author(s):  
Maiju Tuomisto ◽  
Maija Aksela

During the 21st century, new generations of both commercial board games and digital games have appeared, and in their wake, game-based learning has been extensively studied in recent years. There has also been some research on and development of card and board games for learning chemistry. Most of this research has been conducted in the field of regular and educational digital games. Many different classification, evaluation and assessment frameworks and tools are available for digital games. Few have been developed for card or board games, but many general rules for good educational games have been offered in research articles. Based on a literature review, a novel design and evaluation framework for card and board games for chemistry education on the lower secondary level has been developed. The aim of this framework is to help designers and teachers to design new educational card and board games, to support them in evaluating the viability of already existing chemistry-related educational games and instructing them in supporting student learning with a game.


Gamification ◽  
2015 ◽  
pp. 866-882
Author(s):  
Maurice Hendrix ◽  
Per Backlund ◽  
Boris Vampula

The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as one would expect, based on current evidence of their effectiveness. The EduGameLab project investigates causes and solutions to the relatively low level of uptake in European schools. This paper describes a rating tool for sharing experiences about educational games among educators and parents, developed in the EduGameLab project. The ambition is that sharing knowledge about how games can be used in practice will stimulate practical use and acceptance. The development of this tool is based on a metadata schema for formally describing serious games and experiences with these games.


Author(s):  
Sotiris Kirginas ◽  
Dimitris Gouscos

This paper describes an experiment which aims to examine whether different versions of the same game, which differ only in terms of freedom of movement that incurs varying degrees of freeform gameplay, elicit different kinds of player experiences. Seventy one children aged 9 and 11 from a Greek primary school participated in a research experiment with these different game versions. Post-tests were used to measure the children’s opinion of these games and differences in the appeal of the versions were then attributed to the feature of freeform gameplay. The findings from the study demonstrated that the digital game that offers the greatest extent of freeform gameplay led to better gaming experience than the digital games with lower extent of freeform gameplay. The main contribution of the paper, therefore, is that the research conducted provides some evidence that freeform gameplay is an important factor of positive gaming experience, and as such it should be optimized. This can only be done by considering at the same time the cognitive capabilities and pre-existing skills and knowledge of users, in the sense that only a level of freeform gameplay harmonized with user capabilities can lead users to learn, which is the ultimate goal of serious games.


2011 ◽  
pp. 75-107
Author(s):  
Katrin Becker

Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the part of the serious games discipline that intersects with formal education, with a particular focus on design. The chapter begins broadly by looking at games in order to define the term serious game but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.


2010 ◽  
pp. 22-54 ◽  
Author(s):  
Katrin Becker

Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the part of the serious games discipline that intersects with formal education, with a particular focus on design. The chapter begins broadly by looking at games in order to define the term serious game but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.


2014 ◽  
Vol 4 (4) ◽  
pp. 1-18
Author(s):  
Maurice Hendrix ◽  
Per Backlund ◽  
Boris Vampula

The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as one would expect, based on current evidence of their effectiveness. The EduGameLab project investigates causes and solutions to the relatively low level of uptake in European schools. This paper describes a rating tool for sharing experiences about educational games among educators and parents, developed in the EduGameLab project. The ambition is that sharing knowledge about how games can be used in practice will stimulate practical use and acceptance. The development of this tool is based on a metadata schema for formally describing serious games and experiences with these games.


2017 ◽  
Vol 60 (4) ◽  
pp. 87
Author(s):  
Liliia V. Meleshko

The article deals with the theoretical principles of forming the language competence of junior teens on the use of computer games in the teaching of the Ukrainian language, the corresponding methodological recommendations are defined. The concept of "speech competence", "computer game" from the point of view of linguodidactics is specified. Through analysis and synthesis of scientific and methodological ideas, lingvodidactic conditions of speech development of pupilsin the process of Ukrainian-language education with the use of computer educational games were determined. Based on the interpretation of their own experience in the development and implementation of such games in the Ukrainian language learning, it has been generalized that computer games in combination with traditional teaching methods allow to significantly increase the productivity of the educational process, its qualitative indicator, provide motivation for the educational and cognitive activity of pupil sand promote the formation of speech competence as a component of Ukrainian language training for schoolchildren.


2021 ◽  
Vol 16 (4) ◽  
pp. 1936-1946
Author(s):  
Metin Kapidere

With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of multiple independent variables together. In this study, prospective teachers’ digital educational game perceptions were considered as independent factorial patterns to observe the differences between gender, class level, education program, playing digital games and duration independent variable categories.  The study group of the research consists of 230 teacher candidates who continue their education at Inonu University Faculty of Education. Digital Educational Game Perception Scale was used in this study.  Perceptive awareness and perceptive control behaviors of male students are higher than female students. Prospective teachers  playing digital games have higher levels of emotional dimension, perceptive awareness, perceptive control behavior and behavioral dimension. When the playing time is taken into account, the emotional dimension and perceptive awareness levels of those who play games for more than 10 hours are higher. The research can then be expanded by the other researcher or the other by obtaining qualitative opinions.     Keywords: Digital Games; Digital Educational Games; Digital Games Using; Prospective Teachers


Author(s):  
Galya Nikolova Georgieva-Tsaneva ◽  
Ivanichka Serbezova

The article presents the serious educational games and the video materials (video algorithms) as a means to improve the perception and increase the quality of education in Bulgaria of the students among the medical specialties Nurse and Midwife. The issue of creating models of serious educational games is considered. A serious educational game created with the help of the Kahoot learning platform is presented. The introduction of new technological innovations in the educational process is an important step towards the modernization of the education of today's generation of students. According to a study conducted among students, serious games and video algorithms are effective means of raising the level of education of future Nurses and Midwives. Along with traditional education, they contribute to the formation of highly effective knowledge, skills, competencies, and the acquisition of professional qualities.


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