Boukaram, Natalia Lyzanne
(Notre Dame University-Louaize, 2018)
It is widely acknowledged that video games can provide an engaging, motivating, and fun experience, but their capacity to constitute learning experiences is less known and their learning experiences are usually an accidental side effect. The digital gaming community has branched over to games that aim to leverage the power of play to support specific activities, such as therapeutic, educational, or organizational training activities; called serious games. After reviewing underpinning theories, key literatures, and challenges and issues involved in the process of serious game design; it is quickly ...