Article Summary Of:

Stapleton, A. (2004) Serious Games: Serious Opportunities. Paper presented at the Australian Game Developers’ Conference, Academic Summit, Melbourne, VIC.  http://www.agdc.com.au/04presentations/acad_andrew_stapleton2.pdf

 

Primary Topic(s) Addressed:  Serious Games

Secondary Topic(s) Addressed:  higher ed, k-12, military, health care applications / case studies   

 

How this might be used on my dissertation:

Good 'reminders':  when games are appropriate solutions to learning, provide learner-centered knowledge construction rather than teacher-transmittal)

Questions Raised (potential topic for me):

n/a

 

Summary of Paper:

games can be thought of as rich learning contexts with applications beyond entertainment only

author asks "why games are so good for learning" and what opportunities exist for gaming

Games vs school:  locus of control resides in the player- learner oriented, not teacher-oriented
(learners construct knowledge, rather than teachers transferring knowledge)

article focuses on case studies in serious games across sectors
- general consensus:  designers must focus on what 'type of learning' is being done, and whether a game is the most appropriate teaching mechanism (think also of budget, technology required)

 

Terms / Definitions defined:

  1. n/a

Good Quotes:

see paper (circled)