Digital game based learning and serious game for higher education
Övrigt konferensbidrag, 2017

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.

Författare

Åsa Fasth Berglund

Chalmers, Produkt- och produktionsutveckling, Produktionssystem

Jonathan Sterner

Emil Kanter Marin

Sandra Mattsson

Chalmers, Produkt- och produktionsutveckling, Produktionssystem

Louise Wahlstrand

KUL – Chalmers Konferens om Undervisning och Lärande
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Produktionsteknik, arbetsvetenskap och ergonomi

Lärande

Pedagogiskt arbete

Kommunikationsvetenskap

Styrkeområden

Produktion

Lärande och undervisning

Pedagogiskt arbete

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Senast uppdaterat

2022-10-31