Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Handbook of Computer Game Studies
Handbook of Computer Game Studies
The art of game design: a book of lenses
The art of game design: a book of lenses
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For several years serious games, e.g. videogames and simulations have been applied to support learning and to improve the learning process of the player. As Digital Game Based Learning (DGBL) is becoming more popular, the target audience is growing. But is serious game-supported learning a good way to address learners of all ages? And what are the characteristics of a possible game that is suitable and can be successfully used for this purpose? Prensky differentiates between two types of learners: the generation of learners as digital natives and that of digital immigrants depending on whether this generation grew up with new technologies like the Internet and videogames or not. The following article introduces and evaluates a serious game concept that should be suitable for learners of a broad range of ages, for digital immigrants as well as for digital natives.