2015
DOI: 10.1108/itse-10-2014-0033
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A course on serious game design and development using an online problem-based learning approach

Abstract: Purpose – The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value. Design/met… Show more

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Cited by 27 publications
(19 citation statements)
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References 21 publications
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“…Framework of smart pedagogy Kapralos et al, 2015 andVillesseche et al, 2019), namely, learning-by-doing, game-based learning, adaptive learning, flipped classroom, crowdsourcing-based learning, badging-based learning, seamless learning, MOOCs, SPOC, crossover learning, personal inquiry learning, learning through storytelling, learning to learn and learning through argument, etc. Zhu et al (2016) propose a smart pedagogy framework including four instructional strategies.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Framework of smart pedagogy Kapralos et al, 2015 andVillesseche et al, 2019), namely, learning-by-doing, game-based learning, adaptive learning, flipped classroom, crowdsourcing-based learning, badging-based learning, seamless learning, MOOCs, SPOC, crossover learning, personal inquiry learning, learning through storytelling, learning to learn and learning through argument, etc. Zhu et al (2016) propose a smart pedagogy framework including four instructional strategies.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The repertoire of computer strategies for medical education is becoming wider with the introduction of e-learning applications, game-based learning, gamification, and mobile learning [1]. A variety of serious games are ever more frequently used in medical education taking into account that medical students are younger and keen on technologies [2]. Increasing interest toward games is evidenced by a growing number of case reports and systematic reviews about the use of games in education [3][4][5][6][7].…”
Section: Introductionmentioning
confidence: 99%
“…A smaller number was targeted at other health professionals. This could be explained due to the increase in the use of educational technologies for teaching in medicine graduation schools, when compared to traditional methods, coupled with the expressive growth in the number of computer strategies available for medical education throughout the world (33)(34) .…”
Section: Discussionmentioning
confidence: 99%