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Serious educational game design: Overlapping game design with instructional design

Leonard Annetta*, Marina Shapiro, Benjamin Matthews

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

1 Scopus citations

Abstract

In 2008, Annetta coined the term Serious Educational Games (SEG) as a way to distinguish Serious Games from those specifically targeted to education. Since the mid- 1980s, when gaming consoles and home computers were first presented, the popularity of video games has continued to rise. Although it has been discovered that students spend an average of 6.5 hours per day occupied with use of various media, the number has no doubt increased since. Students are surrounded with technology in their everyday lives. For this reason, video games are able to motivate students who would otherwise not be engaged in learning via traditional classroom methods.

Original languageEnglish
Title of host publicationEducational and Learning Games
Subtitle of host publicationNew Research
PublisherNova Science Publishers, Inc.
Pages17-30
Number of pages14
ISBN (Electronic)9781634834636
ISBN (Print)9781634834216
StatePublished - 1 Jul 2015

Keywords

  • Educational gaming
  • Science education
  • Serious educational games

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