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What is Digital Serious Games

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills
Video games that have great educational potential and are used in formal education.
Published in Chapter:
Theoretical Overview of the Game in Education and an Innovative Proposal in Higher Education
Pedro Antonio García Tudela (University of Murcia, Spain)
DOI: 10.4018/978-1-7998-8645-7.ch005
Abstract
There is a growing academic interest in active methodologies related to games, that is gamification and game-based learning (GBL). However, the use of games for educational purposes is not a current trend, since, as discussed in the first section of the chapter, it was already recommended for centuries as an activity to develop certain skills from an early age. Next, gamification is explored in depth by analysing some of its most significant theoretical findings, well-known frameworks, as well as some current experiences in higher education. Similarly, the theory and practice of serious games and GBL are presented, and the chapter ends with the design of a digital escape room implemented with university students of educational degrees.
Full Text Chapter Download: US $37.50 Add to Cart
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Utilizing Digital Educational Games to Enhance Adult Learning
Educational games that have the strict purpose to improve an individual’s knowledge, skills, or attitudes in the “real” world.
Full Text Chapter Download: US $37.50 Add to Cart
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