Stella, a simulation construction kit: cognitive process and educational implications
Journal of Computers in Mathematics and Science Teaching
Continuous System Modeling
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Interactive creation of Chinese calligraphy with the application in calligraphy education
Transactions on edutainment V
Training conflict management in a collaborative virtual environment
CRIWG'12 Proceedings of the 18th international conference on Collaboration and Technology
Seamless integration of game and learning using modeling and simulation
Proceedings of the Winter Simulation Conference
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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.