9. Authentic environments Context relevant information Collaboration Player adjustment Many learning theories Instant feedback Experimentation Narration and Simulation Action logging & evaluation
10.
11.
12. The problem with content-focused approaches Educational content Videogames
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
Notas del editor
Research Interests: Videogame and Virtual Worlds technologies Applications in education and training Physics, History, Geography Virtual Worlds for learning/training and collaboration Location based gaming
A game-system definition Make-believe environment Well defined rules Well defined procedures Well defined goals Interaction Feedback Motivation Traditional games enhance learning What about videogames?
Authentic environments Context-relevant information Narration and simulation Encourage experimentation Instant feedback Support many learning theories Can adjust to player preferences and skills Support player cooperation Action logging and evaluation Very engaging and motivating!
Serious games applications: Education (School environments) Training (Army, Corporations, Health sector) Advertising Art Exercise Awareness Propaganda
Edutainment: Games act as shells for educational content, content extrinsic to game Serious games: Learning is an integral part of game-playing, in a meaningful way: content intrinsic to game
Serious games barriers: Design barriers Development barriers Business barriers Adoption barriers
Emerging opportunities Our understanding and design methods improve New business opportunities, via Web Technology becomes cheaper and more user-friendly Society’s attitude gradually changes