Games in the classroom and the boardroom: How 'serious games' are helping us learn
Games in the classroom and the boardroom: How 'serious games' are helping us learn
By Annie Slinn
February 16, 2024
Summary
A team of researchers is encouraging us to swap textbooks for games, as they drive the application of games in learning, engagement and research.
Known as 'serious games', these games are designed for more than just entertainment.
Ranging from digital applications to physical board games, they are developed for learning, problem-solving, raising awareness, research, and stakeholder engagement-with potential in both schools and workplaces.
Experts leading in the field at the Universities of Warwick, Cardiff, York, and Sussex, have teamed up for this project, known as GamEngage, to help implement gaming across many sectors.
The academics have put together a 'Serious Games Cookbook', which aims to support beginners in using and designing serious games by presenting a resource full of detailed guidance.
The cookbook will support beginners who are new to the idea of serious games, especially those with specialist knowledge, who want to explore how to apply that knowledge within games.
The Cookbook addresses key considerations in using serious games, including establishing play goals, selecting the most suitable game for these goals, and facilitating gameplay within a session.
Reference
Slinn, A. (2024, February 16). Games in the classroom and the boardroom: How “serious games” are helping us learn. Phys.org. https://phys.org/news/2024-02-games-classroom-boardroom.html