2023
DOI: 10.34190/ecgbl.17.1.1328
|View full text |Cite
|
Sign up to set email alerts
|

Literature Review for the Design Methods of Serious Games

Lanlangao Gao

Abstract: This study emphasises the primary designing characteristics of serious games that make a balance between entertainment and education. The method description was utilised as a tool based on the analysis of serious game structure, strategies, model application, and factors of games supporting entertainment and the learning process in the literature. Through Summon system (a systematic digital library that includes various popular digital libraries), 52 potential studies were collected within the recent five year… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

1
5
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(6 citation statements)
references
References 34 publications
1
5
0
Order By: Relevance
“…First of all, our results suggest that using games for teacher training does have potential, a potential that is rather unexplored, as testified by prior systematic literature reviews [11,12,18], revealing a dearth of experiences in which games are used in the context of teacher training, not to speak of hybrid games.…”
Section: Discussionmentioning
confidence: 65%
See 4 more Smart Citations
“…First of all, our results suggest that using games for teacher training does have potential, a potential that is rather unexplored, as testified by prior systematic literature reviews [11,12,18], revealing a dearth of experiences in which games are used in the context of teacher training, not to speak of hybrid games.…”
Section: Discussionmentioning
confidence: 65%
“…This study presents a game that was created for and used in the context of teacher training initiatives to develop in-service teachers' learning design skills. The nature of this game is, per se, an innovative feature of this study, given the paucity of research outcomes in the field of games for training teachers (rather than teacher training on serious games), combined with the scarcity of hybrid serious games in general [11,12,18]. From an interaction design perspective, the hybridization of board games is a relatively unexplored area, and the few games produced so far predominantly "seem to simply propose the juxtaposition of devices and applications that move, or at best expand, the gaming experience to the digital context" [4].…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations