Serious games and gaming

Research output: Book chapter/Published conference paperChapter (peer-reviewed)

Abstract

This chapter studies serious games, games for education and training. First, the nature of what makes a game is discussed and a distinction drawn between games and simulation. Games are considered at multiple levels. At one level, there are games which focus on developing a physical skill, such as learning to fly a plane or carry out a surgical procedure. At other levels are games which develop high-level social skills and gamification, the addition of game-like elements to add motivation. The progress in developing games for mathematics education is described, along with a general perspective on the state of evaluation of serious games.
Original languageEnglish
Title of host publicationDigital games and mathematics learning
Subtitle of host publicationPotential, promises and pitfalls
EditorsTom Lowrie, Robyn Jorgensen
Place of PublicationNetherlands
PublisherSpringer-Verlag London Ltd.
Chapter11
Pages201-232
Number of pages32
Edition1st
ISBN (Electronic)9789401795173
ISBN (Print)9789401795166
DOIs
Publication statusPublished - 2015

Publication series

NameMathematics education in the digital era
Volume4

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  • Cite this

    Bossomaier, T. (2015). Serious games and gaming. In T. Lowrie, & R. Jorgensen (Eds.), Digital games and mathematics learning: Potential, promises and pitfalls (1st ed., pp. 201-232). (Mathematics education in the digital era; Vol. 4). Springer-Verlag London Ltd.. https://doi.org/10.1007/978-94-017-9517-3_11