Procedia - Social and Behavioral Sciences · 2012 · 126 citations · 3 references
EducationEducational PsychologyEducational TechnologyInteractive MediaOnline Higher EducationPedagogyEducational Game DesignGame-based LearningInteractive Learning EnvironmentsOnline LearningSerious GamesVirtual Learning EnvironmentsConstructivist LearningConstructivist PedagogyConstructivist TeachingDigital Game-based LearningGame Design For LearningGame-based Learning MediaSituated Learning In GamesVirtual University
This work lies in the educational opportunities of a learning tool: the serious game. The serious game was investigated using an American example: Virtual University.We first highlight the main features of this media, namely that it can be used as: a teaching tool, a means of entertainment, and as a technology of information and communication. It aims for multiple learning objectives, it finds application in many areas and it targets all age groups. Then, we show that learning through the serious game has educational values that are based on learning concepts advocated by constructivist psycho-cognitive theories; it guarantees intrinsic motivation, generates cognitive conflicts and provides situated learning.
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Flow: the psychology of optimal experience
Choice Reviews Online · 1990 · 12.7K citations