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GAMIFICATION AND SERIOUS GAME FOR LEARNING
Content Provider | CiteSeerX |
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Author | Bitonto, Pierpaolo Di Asmundis, Roberta De Severino, Antonio Ulloa |
Abstract | The theoretical conceptions of game-based learning are different from those of traditional instruction. Indeed, the classical approaches of needs and task analysis seem to be not appropriate for designing digital serious games as computer-supported collaborative learning environments. This paper aimed at arguing that social, constructivist and informal learning processes provided accurate frameworks for analyzing needs, activities, and outcomes for designing digital serious games. After focusing on the epistemic assumptions of such theoretical frameworks, this paper described the digital serious game Cibopolis as case study, able to grasp different learning processes, involving players as learners in collaborative participation and knowledge building on nutrition and healthy lifestyle. Especially, the context, the training goal, the for citations: |
File Format | |
Access Restriction | Open |
Content Type | Text |
Resource Type | Article |