2010
DOI: 10.1177/1046878110390784
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Serious Games, Debriefing, and Simulation/Gaming as a Discipline

Abstract: At the close of the 40th Anniversary Symposium of S&G, this editorial offers some thoughts on a few important themes related to simulation/gaming. These are development of the field, the notion of serious games, the importance of debriefing, the need for research, and the emergence of a discipline. I suggest that the serious gaming community has much to offer the discipline of simulation/gaming and that debriefing is vital both for learning and for establishing simulation/gaming as a discipline.

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Cited by 514 publications
(398 citation statements)
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“…This justifies that some scholars prefer the term games for training or learning [65], because provide learners with an authentic learning experience where the entertainment and learning are seamlessly integrated [66,67] while others prefer refer to these games as serious games [68,50].…”
Section: Resultsmentioning
confidence: 99%
“…This justifies that some scholars prefer the term games for training or learning [65], because provide learners with an authentic learning experience where the entertainment and learning are seamlessly integrated [66,67] while others prefer refer to these games as serious games [68,50].…”
Section: Resultsmentioning
confidence: 99%
“…The scenario is a learning flow process that guides the learner in his knowledge-building process throughout his training. The consideration of individual self-learning situations guided the instructional scenarios design of KSMS as a school without teachers, and the metacognitive strategies including those of self-observation, self-assessment and, in particular, the debriefing defined as "the processing of game experience to turn it into learning" (Crookal, 2010).…”
Section: Instructional Scenariomentioning
confidence: 99%
“…After serious gaming, patient experiences are debriefed to facilitate transfer into targeted individual learning results [46]. In LAKA, patient players perform alternate tasks vicariously; they select optional responses in various encounters with other characters, monitor and evaluate satisfaction about selected responses (and their consequences), and meditate (3-minute exercises).…”
Section: The Serious Game Lakamentioning
confidence: 99%