
Role Of Computer Serious Games in Education and Training
PROCEEDINGS
Mahmoud Abaza, Athabasca University, Canada ; Ora Steyn, University College of the Fraser Valley, Canada
Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
The advantages of serious games are weighed against the disadvantages to discover if serious games would be a worthwhile investment and tool for educators and learners. The chance of success for the serious games industry is discussed and areas for future research identified. Our emphasis here is in education, although the consumers and users of serious games include all levels of government, the corporate world, non government agencies, the military, institutions of higher learning, health agencies and the general public. There are already a variety of serious games on the market, some having been as successful as the larger commercial games.
Citation
Abaza, M. & Steyn, O. (2008). Role Of Computer Serious Games in Education and Training. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1592-1599). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved May 29, 2023 from https://www.learntechlib.org/primary/p/27421/.
Keywords
References
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