{"title":"严肃游戏融入高等教育的调查","authors":"M. Dorrigiv","doi":"10.1109/ISGS54702.2021.9684766","DOIUrl":null,"url":null,"abstract":"Digital simulation settings have been used for many years in higher education, and gamification has just lately been popular. Nonetheless, new technology has opened up new avenues for developing experiential learning through games, including edutainment, and more serious games. Therefore, the use of digital technology in education has revolutionized learning approaches and experiences in recent years. Serious games are one of several of these technologies. Nevertheless, creating and adopting these technologies is a difficult task with limited tools easily available. The purpose of this paper is to review the methods for enhancing the incorporation of these new technologies. Furthermore, the significance of serious games in the Top Tools for Learning List will be investigated. The results show that there will be a bright future in the use of serious games in higher education.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"93 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Incorporation of Serious Games into Higher Education: A Survey\",\"authors\":\"M. Dorrigiv\",\"doi\":\"10.1109/ISGS54702.2021.9684766\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Digital simulation settings have been used for many years in higher education, and gamification has just lately been popular. Nonetheless, new technology has opened up new avenues for developing experiential learning through games, including edutainment, and more serious games. Therefore, the use of digital technology in education has revolutionized learning approaches and experiences in recent years. Serious games are one of several of these technologies. Nevertheless, creating and adopting these technologies is a difficult task with limited tools easily available. The purpose of this paper is to review the methods for enhancing the incorporation of these new technologies. Furthermore, the significance of serious games in the Top Tools for Learning List will be investigated. The results show that there will be a bright future in the use of serious games in higher education.\",\"PeriodicalId\":442172,\"journal\":{\"name\":\"2021 International Serious Games Symposium (ISGS)\",\"volume\":\"93 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 International Serious Games Symposium (ISGS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISGS54702.2021.9684766\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Serious Games Symposium (ISGS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISGS54702.2021.9684766","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Incorporation of Serious Games into Higher Education: A Survey
Digital simulation settings have been used for many years in higher education, and gamification has just lately been popular. Nonetheless, new technology has opened up new avenues for developing experiential learning through games, including edutainment, and more serious games. Therefore, the use of digital technology in education has revolutionized learning approaches and experiences in recent years. Serious games are one of several of these technologies. Nevertheless, creating and adopting these technologies is a difficult task with limited tools easily available. The purpose of this paper is to review the methods for enhancing the incorporation of these new technologies. Furthermore, the significance of serious games in the Top Tools for Learning List will be investigated. The results show that there will be a bright future in the use of serious games in higher education.