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Autor/inn/enPrayaga, Lakshmi; Rasmussen, Karen L.
TitelOntology of Serious Games
QuelleIn: Journal of Educational Technology, 5 (2008) 2, S.10-21 (12 Seiten)Infoseite zur Zeitschrift
PDF als Volltext kostenfreie Datei Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0973-0559
SchlagwörterComputer Games; Educational Games; Instructional Design; Teaching Methods; Mathematics Instruction; Secondary School Mathematics; Middle School Students; Definitions; Learning Motivation; Learning Experience; Learner Engagement; Student Educational Objectives; Transfer of Training; Problem Solving; Critical Thinking; Thinking Skills; Skill Development; Story Telling; Narration; Play; Interaction; Fantasy; Visual Aids; Computer Graphics; Immersion Programs; Feedback (Response); Educational Strategies; Self Control; Pacing; Florida
AbstractComputer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be used for education and training in any organization, including military, K-20 education, business and industry. The application of serious games in a wide arena requires an ontology for designing high-quality materials. (As Provided).
Anmerkungeni-manager Publications. 3-343 Hill View, Town Railway Nagar, Nagercoil 629001, Tamil Nadu, India. Tel: +91-4652-276675; e-mail: info@imanagerpublications.com; Web site: http://www.imanagerpublications.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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