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Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages

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Transactions on Edutainment IV

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 6250))

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Abstract

For several years serious games, e.g. videogames and simulations have been applied to support learning and to improve the learning process of the player. As Digital Game Based Learning (DGBL) is becoming more popular, the target audience is growing. But is serious game-supported learning a good way to address learners of all ages? And what are the characteristics of a possible game that is suitable and can be successfully used for this purpose? Prensky differentiates between two types of learners: the generation of learners as digital natives and that of digital immigrants depending on whether this generation grew up with new technologies like the Internet and videogames or not. The following article introduces and evaluates a serious game concept that should be suitable for learners of a broad range of ages, for digital immigrants as well as for digital natives.

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Bufe, J., Krömker, D. (2010). Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages. In: Pan, Z., Cheok, A.D., Müller, W., Zhang, X., Wong, K. (eds) Transactions on Edutainment IV. Lecture Notes in Computer Science, vol 6250. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-14484-4_6

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  • DOI: https://doi.org/10.1007/978-3-642-14484-4_6

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-14483-7

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