Game-based learning with computers: learning, simulations, and games

  • Authors:
  • Alke Martens;Holger Diener;Steffen Malo

  • Affiliations:
  • University of Rostock, Department of Computer Science and Electrical Engineering, Rostock, Germany;Fraunhofer IGD, Rostock, Germany;Fraunhofer IGD, Rostock, Germany

  • Venue:
  • Transactions on edutainment I
  • Year:
  • 2008

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Abstract

For developing a sophisticated game-based training system it is important to consider both, the technical aspects of game development (i.e. games engineering) as well as the pedagogical aspects of games and technology enhanced learning (i.e. game didactics). How game-based training systems are engineered and how the underlying didactics is realized depends on the target group and on the learning objectives. A game-based training system, which requires a player to learn a wide variety of skills and strategies, has to be elaborate concerning content, interaction, and behavior. In order to describe the game aspects of a game-based training system more clearly, we separate them from engineering and didactic and discuss all three aspects separately. We analyze the components of game-based training systems and sketch useful game concepts for teaching and training. Finally, we describe pedagogical concepts like motivation and transfer, which support game-based learning.