Lesson 3. Serious Games Flashcards
These years, there seems to be the trend to call these serious games: applied games or game based learning?
Trend: applied games
Gamed based learning: sometimes
Statement 1: mooc is an example of e-learning.
Statement 2: the fitbit is an example of edutainment
Statement 3: a digital game like “castle of Dr. Brain” is an example of gamification.
Which statement is right?
Only statement 1.
Fitbit=gamification
Game: edutainment
What’s a disadvantage which can occur when using the fitbit?
You’re walking more because you want the reward, the medaille, not because it is healthy.
What’s the definition of e-learning?
Computer enhanced learning, computer-based learning, interactive technology and distance through learning.
True or false: edutainment began in the 1990’s, it’s usually about video games with educational aim. But it failed to be succesful.
True. And it’s used to be meant for pre-schoolers and young children.
What is gamification?
Gamification is the use of game design element in a non-game context.
Melody’s wearing a fitbit, sometimes when she didn’t reach her goal of 10.000 steps, she goes out for a run to get her medaille/reward, because she really wants that medaille. How can we explain her behavior?
This behavior can be explained by: overjustification. This means that the intrinsic motivation shifted to extrinsic incentives.
Explain the difference between playing and gaming.
Gaming is ruled-based playing with determined goals.
Playing is free-for, expressive, improvisational behaviors and meaning.
What are the areas in which serious games can be done?
Military
Education
Healthcare
True or false: a serious game is a game that engage the user and contributes to the achievement of a defined purpose other than pure entertainment, whether or not the user is consciously aware of it
True.