Repurposing, integrating, and rating serious games as learning objects

Maurice Hendrix, Aristidis Protopsaltis, Ian Dunwell, Panagiotis Petridis, Sylvester Arnab, Sara de Freitas

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

The use of computer games within educational contexts has been encouraged by a number of studies showing that, in certain circumstances, their use can allow educators to realize significant improvements over traditional teaching and training methods.
Original languageEnglish
Title of host publicationTechnological and social environments for interactive learning
EditorsJ. Jovanovic, R. Chiong
Place of PublicationSanta Rosa, California
PublisherInforming Science Press
Pages307-328
ISBN (Print)9781932886733
Publication statusPublished - 2013

Bibliographical note

The full text is available free from the link given. The publisher's site can be found at http://informingscience.net/ocart/index.php?route=product/product&product_id=115

Keywords

  • serious games
  • integration
  • learning
  • e-learning systems
  • learning objects
  • content repurposing
  • educational computer games

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  • Cite this

    Hendrix, M., Protopsaltis, A., Dunwell, I., Petridis, P., Arnab, S., & de Freitas, S. (2013). Repurposing, integrating, and rating serious games as learning objects. In J. Jovanovic, & R. Chiong (Eds.), Technological and social environments for interactive learning (pp. 307-328). Santa Rosa, California: Informing Science Press.