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The Use of Games as an Educational Web2.0 Technology

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    Serious games are considered by some educationalists to be a potentially highly motivating form of supplementary education. In some cases, serious games are stand-alone but if delivered over the web is a subset of Web2.0 technologies. To properly deliver serious games over the web for educational purposes it is important to understand the motivations for playing computer games for leisure and for playing computer games in an educational context. This paper will present the findings of a survey carried out in a Higher Education (HE) institution involving 415 participants to ascertain what motivations and attitudes HE students have towards playing computer games in general, playing computer games when they get progressively more difficult and playing computer games for educational purposes. The results indicate that challenge is the most important motivation for playing computer games when they get progressively difficult and for playing computer games in HE. Challenge is the fourth most important motivation for playing computer games in general.
    Original languageEnglish
    Title of host publicationInternational Joint Conference SOCO’13-CISIS’13-ICEUTE’13
    EditorsÁlvaro Herrero, Bruno Baruque, Fanny Klett, Ajith Abraham, Václav Snášel, André C. P. L. F. de Carvalho, Pablo García Bringas, Ivan Zelinka, Héctor Quintián, Emilio Corchado
    PublisherSpringer International Publishing AG
    Pages719-728
    Number of pages10
    Volume239
    ISBN (Print)978-3-319-01853-9
    DOIs
    Publication statusPublished - 2014

    Publication series

    NameAdvances in Intelligent Systems and Computing
    PublisherSpringer International Publishing

    Keywords

    • games-based learning
    • serious games Web2.0
    • motivations
    • HE

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