A Review on Serious Games in E-learning
Huansheng Ning, Hang Wang, Wenxi Wang, Xiaozhen Ye, Jianguo Ding, Per, Backlund

TL;DR
This paper reviews how serious games can enhance E-learning by addressing traditional shortcomings, discussing design elements, classification, and matching educational goals with game types to improve engagement and effectiveness.
Contribution
It provides a comprehensive classification of serious games, analyzes their role in E-learning, and offers guidance on aligning educational goals with game design.
Findings
Serious games improve student engagement in E-learning.
Matching game types with educational goals enhances learning effectiveness.
Identifies challenges and shortcomings of serious games in E-learning.
Abstract
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of students and raise their attention in class. The application of serious games in E-learning can make up for these shortcomings and effectively improve the quality of teaching. When applying serious games to E-learning, there are two main considerations: educational goals and game design. A successful serious game should organically combine the two aspects and balance the educational and entertaining nature of serious games. This paper mainly discusses the role of serious games in E-learning, various elements of game design, the classification of the educational goals of serious games and the relationship between educational goals and game design. In…
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Taxonomy
TopicsEducational Games and Gamification · Online Learning and Analytics
