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 language | English |
|---|---|
| Title of host publication | Educational and Learning Games |
| Subtitle of host publication | New Research |
| Publisher | Nova Science Publishers, Inc. |
| Pages | 17-30 |
| Number of pages | 14 |
| ISBN (Electronic) | 9781634834636 |
| ISBN (Print) | 9781634834216 |
| State | Published - 1 Jul 2015 |
Keywords
- Educational gaming
- Science education
- Serious educational games
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