Anne Derryberry, I’m Serious.net
Serious games, expected to be a US$1.5 billion global market in 2008, are being described by some analysts as the next wave of technology-mediated learning. As organizations intensify their efforts to engage with members of today’s workforce, serious games offer a powerful, effective approach to learning and skills development.
This paper looks at serious games and their potential as learning tools. It also asks and answers some of the initial questions that challenge decision-makers, designers, and developers alike:
• Do serious games really promote learning?
• Who uses serious games?
• What do learners think about serious games?
• What can we expect in the near future?
• How do we start a serious game initiative for our organization?
Tags:
Share
- Attachments:
-
-
▶ Reply to This