Serious games in education

I am grateful for the assistance provided for this page by the Ryerson University research project: Practical design guide for simulation game-based learning, which started in 2018. Contact: Naza  Djafarova

Definition

I will use the Wikipedia definition of serious games:

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The “serious” adjective is generally prepended to refer to games used by industries like defence, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.

This site is focused primarily on serious games for post-secondary education.

Journals

International Journal of Game-based Learning

Articles and posts

Dichev, C. and Dicheva, D. (2017) Gamifying education: what is known, what is believed and what remains uncertain: a critical review International Journal of Educational Technology in Higher Education, 14:9


Myers, R. D., & Reigeluth, C. M. (2015). Designing games for learning. In C. M. Reigeluth, B. J. Beatty, & R. D. Myers (Eds.), Instructional-design theories and models (pp. 205-242). New York: Routledge.


Lake Devo was designed by the Centre for Digital Education Strategies at The G. Raymond Chang School of Continuing Education in 2009 to support online role-play activity in an educational context. Lake Devo is essentially a simplified toolfor creating role play that is easy to use by both instructors and students.

Koechli, L. and Glynn, M. (2014) Diving into Lake Devo: Modes of Representation and Means of Interaction and Reflection in Online Role-Play IRRODL, Vol. 15, No.4

Djafarova, N., Abramowitz, and Bountrogianni, M. (2014) Lake Devo – creation, collaboration and reflection through a customizable online role-play environment Online Learning Consortium, 2014

Bates, T. (2015) Using 2D Virtual reality for online role playingOnline Learning and Distance Education Resources, November 17


Poplin, A. (2012) Playful public participation in urban planning: A case study for online serious games Computers, Environment and Urban Systems, Vol. 36.


Hirumi, A. et al. (2010) Preparing Instructional Designers for Game-Based Learning: Part 1 Tech Trends, 53:3

Hirumi, A. et al. (2010) Preparing Instructional Designers for Game-Based Learning: Part 2 Tech Trends, 54:4


Kebritchi, M. et al (2010) The effects of modern mathematics computer games on mathematics achievement and class motivation Computers and Education, 55


Hirumi, A. and Stapleton, C. (2008) Applying Pedagogy during Game Development to Enhance Game-Based Learning in Miller, C. (ed.) Games: Purpose and Potential in Education, Singapore: Springer