Serious Games: Present and Future
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
This paper discusses the current situation regarding games as pedagogical tools, more specifically, so called serious games. Based on contemporary literature and an empirical study in the form of interviews, issues regarding the integration of video games in everyday learning and teaching situations are explored. The literature review is based both on international and Swedish research, both within the games aspect and the pedagogical aspect of this field of research. The interviews were conducted with people who are either engaged in the e-learning/game-based learning business or in education. The implications drawn from this study are used to discuss the future of serious games and game-based learning. It seems likely that serious games, just like other non-text based pedagogical tools, for example sound recordings and film material, could find their way into our classrooms. Many of the obstacles ahead will probably arise for economical and market reasons, as the development of these kinds of games will require both technical and pedagogical competences.
Place, publisher, year, edition, pages
2014. , 24 p.
Informatik Student Paper Bachelor (INFSPB), 2014.02
serious games, pedagogical games, deep learning
Information Systems, Social aspects
IdentifiersURN: urn:nbn:se:umu:diva-89200OAI: oai:DiVA.org:umu-89200DiVA: diva2:719497
Digital Media Production
Nyberg, Annakarin, Universitetslektor
Danielsson-Öberg, Karin, Universitetslektor