Serious games use instructional and video game elements for nonentertainment purposes. Serious games attempt to create instructionally sound and relevant learning experiences for a wide variety of audiences and industries. The author contends that for serious games to be effective, instructional designers and video game designers need to understand how the game characteristics, competition and goals, rules, challenges, choices, and fantasy, used in both edutainment and serious games, can influence motivation and facilitate learning.
This chapter will make a connection between game genres, game characteristics, and constructivist teaching structures. Constructivist teaching structures, like open learning environments and anchored instruction, have the same aims as serious games – to facilitate higher order learning skills and knowledge. However, constructivist teaching structures are not games and serious games are grappling with how to design games and keep the fun and learning in perfect balance. Making connections between game genres and characteristics (where much of the fun resides) and teaching structures (where much of the learning resides) will highlight commonalities that can be taken advantage of in the design of good serious games – where learning and fun are in perfect balance.
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