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Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains
by
Wim Westera
in
Analysis
/ applied games
/ Computer & video games
/ Constructivism (Learning)
/ Cultural Activities
/ Design and construction
/ Design improvements
/ Design Requirements
/ Discovery Learning
/ Displays
/ Educational Games
/ Educational Objectives
/ Educational Quality
/ Educational software
/ Educational Technology
/ Evidence
/ Experiential Learning
/ Full Length Articles
/ Game Based Learning
/ game design
/ Games
/ Guidelines
/ Identification methods
/ Influence of Technology
/ Information Transfer
/ Instructional Design
/ Instructional Effectiveness
/ Knowledge Economy
/ Learner Engagement
/ Learning
/ learning effectiveness
/ Learning Experience
/ Learning Motivation
/ Leisure Time
/ Methods
/ Misconceptions
/ Motivation
/ Pedagogy
/ Psychological aspects
/ Psychology
/ Scoring
/ serious games
/ Structural design
/ Student evaluation
/ Student Motivation
2019
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Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains
by
Wim Westera
in
Analysis
/ applied games
/ Computer & video games
/ Constructivism (Learning)
/ Cultural Activities
/ Design and construction
/ Design improvements
/ Design Requirements
/ Discovery Learning
/ Displays
/ Educational Games
/ Educational Objectives
/ Educational Quality
/ Educational software
/ Educational Technology
/ Evidence
/ Experiential Learning
/ Full Length Articles
/ Game Based Learning
/ game design
/ Games
/ Guidelines
/ Identification methods
/ Influence of Technology
/ Information Transfer
/ Instructional Design
/ Instructional Effectiveness
/ Knowledge Economy
/ Learner Engagement
/ Learning
/ learning effectiveness
/ Learning Experience
/ Learning Motivation
/ Leisure Time
/ Methods
/ Misconceptions
/ Motivation
/ Pedagogy
/ Psychological aspects
/ Psychology
/ Scoring
/ serious games
/ Structural design
/ Student evaluation
/ Student Motivation
2019
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Do you wish to request the book?
Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains
by
Wim Westera
in
Analysis
/ applied games
/ Computer & video games
/ Constructivism (Learning)
/ Cultural Activities
/ Design and construction
/ Design improvements
/ Design Requirements
/ Discovery Learning
/ Displays
/ Educational Games
/ Educational Objectives
/ Educational Quality
/ Educational software
/ Educational Technology
/ Evidence
/ Experiential Learning
/ Full Length Articles
/ Game Based Learning
/ game design
/ Games
/ Guidelines
/ Identification methods
/ Influence of Technology
/ Information Transfer
/ Instructional Design
/ Instructional Effectiveness
/ Knowledge Economy
/ Learner Engagement
/ Learning
/ learning effectiveness
/ Learning Experience
/ Learning Motivation
/ Leisure Time
/ Methods
/ Misconceptions
/ Motivation
/ Pedagogy
/ Psychological aspects
/ Psychology
/ Scoring
/ serious games
/ Structural design
/ Student evaluation
/ Student Motivation
2019
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Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains
Journal Article
Why and How Serious Games can Become Far More Effective: Accommodating Productive Learning Experiences, Learner Motivation and the Monitoring of Learning Gains
2019
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Overview
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in instructional psychology and instructional design research. The paper particularly focuses on (1) the concept of experience-based learning, which many serious games comply with, (2) the concept of learner motivation, which most games strongly claim to support, and (3) the score systems that many games use to track and display progress. Structural design weaknesses are exposed and countered with a large body of research evidence from the literature. A set of practicable design guidelines are presented that help to avoid the pedagogical flaws and contribute to improving the design methods for serious games.
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