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Digital game based learning and serious game for higher education

Åsa Fast-Berglund (Institutionen för produkt- och produktionsutveckling, Produktionssystem) ; Jonathan Sterner ; Emil Kanter Marin ; Sandra Mattsson (Institutionen för produkt- och produktionsutveckling, Produktionssystem) ; Louise Wahlstrand
KUL (2017)
[Konferensbidrag, refereegranskat]

Game based learning has proved to increase the motivation of learning among students. A first development of this regarding automation strategies was presented last year in terms of analog games. During the year, development towards Digital Game Based Learning (DGBL) and the use of Serious Games (SG) have been our focus. A mobile game was developed and validated in two rounds during the year and approximately 200 students in total have played and evaluated the game. The aim of this paper is to show how DGBL and SG can be used in higher education in order to explain a complex context and what can be gained regarding using the evaluation form.

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Denna post skapades 2017-01-02. Senast ändrad 2017-01-10.
CPL Pubid: 246550


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Institutioner (Chalmers)

Institutionen för produkt- och produktionsutveckling, Produktionssystem (2005-2017)


Produktionsteknik, arbetsvetenskap och ergonomi
Pedagogiskt arbete

Chalmers infrastruktur