About Serious Games

Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.

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Saturday, 13 October 2007

ETSA Seminar: Using games technology and methodology to improve training & education - the opportunities and the issues



About the Seminar

Serious Games has become a high profile term, however what constitutes a serious game, what different genres exist, what is their value to organisations, trainers and learners? Isn’t it about time we took a practical, pragmatic and research based view on the usefulness of this technology to the learning landscape. This seminar, organised by ETSA in conjunction with UKTI, will set the scene, give clear academic rigour to the area, including pedagogical relevance, and with delegate input and practical case studies show examples and identify opportunities.

It will give a workable and useful definition of Serious Games; an understanding of the pedagogical principles and ideas as to where learning professionals should focus. It will identify the research base supporting Serious Games; outline why games and pedagogy need to be thought of together and also examine different ways of approaching the topic but with differing benefits and differing budgets. A speaker will outline his research publication and give an understanding of how large the user base is now. Case studies, from both games and simulation companies, will give short, quick-fire explanations as to what they did, using actual examples, how they did it and the results. Delegates will have the opportunity to ask questions and join in a debate. The seminar will conclude with predictions as to where Serious Games will go in next three years.

Who should attend?
* Learning and Development professionals that have a desire to understand how broad the serious games market is already and if they can benefit from engaging with it
* Representatives from the training, education & simulation community, who want to know how games software and methodology can benefit the delivery of training & education.
* Representatives from the games industry who want to know how software and methodology developed by the industry has a role in the delivery of training & education.

http://etsaweb.org/

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