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      Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare : 

      Serious Games as an Instrument of Non-Formal Learning

      monograph
      IGI Global

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          Abstract

          This chapter contains a systematic overview of various didactic designs, which are used to provide learning experiences via the Internet. Using the example of renewable energy, the development and status quo of Web-didactic offers is reconstructed on the basis of concrete cases ranging from simple replication of classical teaching materials to different kinds of serious games. This bottom-up approach provides a practical introduction on how to evaluate serious games or other digital learning offers by identifying the most essential criteria for a didactic game analysis, but can also be used for benchmarking as some of the examples might also be inspiring for actual game design. Furthermore, this review indicates a significant gap between the high didactic standards for designing self-administrated learning environments and the factual realization as it is shown in most of the examined cases. A basic understanding of the requirements of different learning settings is given in the introduction.

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          A theory of human motivation.

          A. MASLOW (1943)
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            Serious Games

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              Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals

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                Author and book information

                Book Chapter
                2013
                : 174-195
                10.4018/978-1-4666-3673-6.ch012
                79ce519f-22ea-490a-9e01-68989ef79a38
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