Serious games are very content-rich forms of educational media, often combining high fidelity visual and audio content with diverse pedagogic approaches. This paper introduces scenario-based serious games repurposing and demonstrates repurposing a serious game into new learning objects. The process uses the scenario editor called "mEditor". Two case studies based on the Happy Night Club serious game are presented. The article describes exploratory work which continues the work that started within the mEducator project regarding repurposing serious games in order to enable their use and reuse in the same or different educational contexts
With the continued application of gaming for training and education, which has seen exponential grow...
The use of computer games within educational contexts has been encouraged by a number of studies sho...
The introductory part of this article will focus on defining the methodological characteristics of t...
Serious games are one of the most content-rich forms of educational media, often combining high fide...
International audienceSerious games are often used in education as they provide an excellent opportu...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
Abstract: Although simulation games provide a competetive and safe alternative to real-life training...
This paper discusses the current situation regarding games as pedagogical tools, more specifically, ...
The term serious game refers to a software or hardware application developed with technology and gam...
In this paper, we explore the concept of a scenario-based serious game for healthcare solutions. The...
This literature review examines the use of digital games also known as serious games in a school set...
ISBN 978-3-319-50339-4International audienceSerious games are one of the new learning tools used to ...
The use of serious games and gamified softwares is a new and growing trend for training professional...
Game-based approaches to learning are increasingly recognized for their potential to stimulate intri...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
With the continued application of gaming for training and education, which has seen exponential grow...
The use of computer games within educational contexts has been encouraged by a number of studies sho...
The introductory part of this article will focus on defining the methodological characteristics of t...
Serious games are one of the most content-rich forms of educational media, often combining high fide...
International audienceSerious games are often used in education as they provide an excellent opportu...
Recent developments in the field of education have led to a renewed interest in teaching methodologi...
Abstract: Although simulation games provide a competetive and safe alternative to real-life training...
This paper discusses the current situation regarding games as pedagogical tools, more specifically, ...
The term serious game refers to a software or hardware application developed with technology and gam...
In this paper, we explore the concept of a scenario-based serious game for healthcare solutions. The...
This literature review examines the use of digital games also known as serious games in a school set...
ISBN 978-3-319-50339-4International audienceSerious games are one of the new learning tools used to ...
The use of serious games and gamified softwares is a new and growing trend for training professional...
Game-based approaches to learning are increasingly recognized for their potential to stimulate intri...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
With the continued application of gaming for training and education, which has seen exponential grow...
The use of computer games within educational contexts has been encouraged by a number of studies sho...
The introductory part of this article will focus on defining the methodological characteristics of t...