A Review on Serious Games in E-learningShow others and affiliations
2021 (English)In: 2021 IEEE Symposium Series on Computational Intelligence, SSCI, IEEE, 2021Conference paper, Published paper (Refereed)
Abstract [en]
E-Iearning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of students and raise their attention in class. The application of serious games in E-learning can make up for these shortcomings and effectively improve the quality of teaching. When applying serious games to E-learning, there are two main considerations: educational goals and game design. A successful serious game should organically combine the two aspects and balance the educational and entertaining nature of serious games. This paper mainly discusses the role of serious games in E-learning, various elements of game design, the classification of the educational goals of serious games and the relationship between educational goals and game design. In addition, we try to classify serious games and match educational goals with game types to provide guidance and assistance in the design of serious games. This paper also summarizes some shortcomings that serious games may have in the application of E-learning. © 2021 IEEE.
Place, publisher, year, edition, pages
IEEE, 2021.
Keywords [en]
E-learning, Educational games, Educational goals, Game design, Serious games, The revised Bloom's Taxonomy
National Category
Information Systems Educational Sciences
Identifiers
URN: urn:nbn:se:bth-22755DOI: 10.1109/SSCI50451.2021.9659885ISI: 000824464300066Scopus ID: 2-s2.0-85125806512ISBN: 9781728190488 (print)OAI: oai:DiVA.org:bth-22755DiVA, id: diva2:1645896
Conference
2021 IEEE Symposium Series on Computational Intelligence, SSCI 2021, Orlando, 5 December 2021 through 7 December 2021
Note
open access
2022-03-212022-03-212025-02-18Bibliographically approved