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Kostas Anagnostou Department of Informatics  Ionian University [email_address]
About me ,[object Object],[object Object],[object Object],[object Object]
 
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object]
Teaching in the past
Traditional teaching approaches ,[object Object],[object Object],[object Object],[object Object]
Ideal learning environment? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Games and learning ,[object Object],[object Object],[object Object],[object Object]
Authentic environments Context relevant information Collaboration Player adjustment Many learning theories Instant feedback Experimentation Narration and Simulation Action logging & evaluation
What is a Serious Game? ,[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],Serious games vs Edutainment
The problem with content-focused approaches Educational content Videogames
Commercial games ,[object Object],[object Object],[object Object],[object Object]
Game modding ,[object Object],[object Object],[object Object]
Custom serious games ,[object Object],[object Object],[object Object],[object Object]
Serious games barriers:  Design ,[object Object],[object Object],[object Object],[object Object],[object Object]
Serious games barriers: Development ,[object Object],[object Object],[object Object]
Serious games barriers: Business ,[object Object],[object Object],[object Object],[object Object],[object Object]
Serious games barriers: Adoption ,[object Object],[object Object],[object Object]
The Teacher’s role ,[object Object],[object Object],[object Object]
Design opportunities ,[object Object],[object Object],[object Object],[object Object]
Development opportunities ,[object Object],[object Object],[object Object]
Business opportunities ,[object Object],[object Object],[object Object]
Adoption opportunities ,[object Object],[object Object]
Conclusions ,[object Object],[object Object],[object Object],[object Object]
Thank you for your attention ! ,[object Object],[object Object],[object Object],[object Object],[object Object]

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Anagnostou serious games in education v2

Notes de l'éditeur

  1. Research Interests: Videogame and Virtual Worlds technologies Applications in education and training Physics, History, Geography Virtual Worlds for learning/training and collaboration Location based gaming
  2. A game-system definition Make-believe environment Well defined rules Well defined procedures Well defined goals Interaction Feedback Motivation Traditional games enhance learning What about videogames?
  3. Authentic environments Context-relevant information Narration and simulation Encourage experimentation Instant feedback Support many learning theories Can adjust to player preferences and skills Support player cooperation Action logging and evaluation Very engaging and motivating!
  4. Serious games applications: Education (School environments) Training (Army, Corporations, Health sector) Advertising Art Exercise Awareness Propaganda
  5. Edutainment: Games act as shells for educational content, content extrinsic to game Serious games: Learning is an integral part of game-playing, in a meaningful way: content intrinsic to game
  6. Serious games barriers: Design barriers Development barriers Business barriers Adoption barriers
  7. Emerging opportunities Our understanding and design methods improve New business opportunities, via Web Technology becomes cheaper and more user-friendly Society’s attitude gradually changes