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Methods and technologies for wrapping - educational theory into serious games

: Krebs, J.; Jantke, K.P.


Institute for Systems and Technologies of Information, Control and Communication -INSTICC-, Setubal:
6th International Conference on Computer Supported Education, CSEDU 2014 : 1 - 3 April 2014, Barcelona, Spain
SciTePress, 2014
ISBN: 978-989-7580-20-8
International Conference on Computer Supported Education (CSEDU) <6, 2014, Barcelona>
Conference Paper
Fraunhofer IDMT ()

Although play does undoubtedly take a significant place in the development of human individuals and animals allowing for a manifold of risk-free exploration and experiment, contemporary serious games largely fail in meeting the high expectations of game-based learning. Educators know how to teach. Moreover, they know how to set up conditions, including approaches to playful education, in which learners can actively engage. In particular, experienced educators know how to adapt to a particular learner's needs, wishes and desires. But digital games including those named serious are computer programs. They do not know about didactics. There is a need for methods and technologies suitable to bring educational principles and pedagogical patterns into digital systems intended to enhance learning. The authors advocate the method of storyboarding and the technology of storyboard interpretation to wrap educational theory into e-learning systems, in general, and into serious game s, in particular. Some comprehensive case study demonstrates the feasibility of this approach.