2011
DOI: 10.28945/1477
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Developing Serious Games for 12-16 Year Old Students

Abstract: Three serious games were developed for the same age group (12-16 year old students): one for teaching geometry, one for civic education and a third multimedia drug guide to prevent drug use. The software packages have been given a friendly interface so that they are easy to use, even by computer novices. All three of them deliver totally different knowledge; therefore their design is also different. These designs are described in this article and the following questions are investigated: How does design influe… Show more

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Cited by 3 publications
(4 citation statements)
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“…The use of this game in classroom business lessons may contribute to the growing consensus that digital technologies are becoming more prominent in today's academic environment and will continue to increase its presence to eventually dominate the teaching methods of lecturers and learning methods of students in the coming future (Lanyi, 2011;Schofield, 2014). The soft-skillsets practiced through playing the Coffee Shop game include but are not limited to critical thinking and problem-solving, which may be viewed as being crucial to the survival and successful decision-making processes needed in today's entrepreneurial business venture (Al-Atabi & DeBoer, 2014;Brazeau, 2013;Krueger, 2001;Mitchell, 2005;Mohan et al, 2015;Souitaris, 2005).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The use of this game in classroom business lessons may contribute to the growing consensus that digital technologies are becoming more prominent in today's academic environment and will continue to increase its presence to eventually dominate the teaching methods of lecturers and learning methods of students in the coming future (Lanyi, 2011;Schofield, 2014). The soft-skillsets practiced through playing the Coffee Shop game include but are not limited to critical thinking and problem-solving, which may be viewed as being crucial to the survival and successful decision-making processes needed in today's entrepreneurial business venture (Al-Atabi & DeBoer, 2014;Brazeau, 2013;Krueger, 2001;Mitchell, 2005;Mohan et al, 2015;Souitaris, 2005).…”
Section: Resultsmentioning
confidence: 99%
“…Serious games for students are being developed at a rapid pace to meet the contemporary demands of this growing trend (Lanyi, 2011). Young people playing videogames not only experience the thrill of playing the game but they in fact are learning through the steps needed to enable them to understand the intricacies of the game, usually through semiotics or other graphics of some sort.…”
Section: Entrepreneurial Games In the Classroommentioning
confidence: 99%
“…It is the duty of both universities and government to utilize the potential of new media in education with both stronger support and more incentives needed (Lanyi, 2011). Vietnam Run has been primarily designed as a fun vehicle to deliver an important key educational message.…”
Section: Conclusion and Implications Of The Projectmentioning
confidence: 99%
“…Potenciais problemas encontrados dizem respeito à inadequação dos jogos à faixa etária e ao conhecimento a ser transmitido, o que pode apresentar grandes variações na melhora do aprendizado (LANYI, 2011). O mesmo pode ocorrer no caso de alunos dos sexos masculinos e femininos, dependendo do tema do jogo sério utilizado (SANTANA et al, 2016;STARKEY, 2013).…”
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