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The papers in the Serious Games, Gamification and Innovation Minitrack discuss different aspects related to the adaption of Serious Games and the use of gamification as an innovation. Each offers a unique contribution to our understanding of how Serious Games would be used to support learning.
The selection of the most suitable SG with regard to a given learning objective seems to be less well addressed in the literature. This paper reports on the application a new Characterizing and Assessing Serious Games Grid (CASGG) in the higher education field with 41 graduate students to assess their learning performance according to one leaning objective using a specific SG. The tested SG was Star...
A Serious Game combines a serious intention with a game's rules and targets. They are often considered to be technological applications that use games to engage individuals in an experience through which a learning or professional training aim can be explored. From the innovation perspective, concepts such as serious gaming and gamification are the most interesting and valuable in this domain. If...
Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games to a specific educational goal seems to be not well...
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