Serious Games: Educational and Training Tools

Serious games are games designed for purposes beyond pure entertainment, commonly used in fields such as education, training, healthcare, and social change.

Serious games are digital or physical games designed with a primary objective other than pure entertainment. These games often focus on educational outcomes, training simulations, health interventions, and social change. While they may be enjoyable and engaging, their main purpose lies in delivering specific learning experiences or training sessions.

Historical Context

The concept of using games for learning and training is not new. Historical examples date back to military strategy games and educational board games that predate digital technology. However, the term “serious games” became prominent in the early 21st century as digital technology advanced and the potential for interactive media to convey educational content became apparent.

Components of Serious Games

Educational Outcomes

Serious games are designed with educational goals in mind. This could include:

  • Teaching academic subjects like mathematics or history.
  • Developing specific skills such as problem-solving or critical thinking.

Training Simulations

These games can simulate real-world environments for training purposes:

  • Medical training simulations.
  • Military strategy games used for tactical training.

Health Interventions

Serious games in healthcare aim to:

  • Promote healthy behavior.
  • Provide rehabilitation exercises.

Social Change

These games can also address social issues and promote awareness and activism:

  • Games designed to teach empathy and understanding of cultural differences.
  • Issues like environmental conservation and social justice.

Types of Serious Games

Educational Games

Games specifically designed for classroom settings to aid in the learning process.

Simulation Games

These include realistic simulations often used for professional training.

Health Games

Games aimed at improving physical and mental health through interactive exercises and routines.

Persuasive Games

Games designed to influence behavior and encourage social change.

Examples

  • Duolingo: A language learning platform that uses gamified elements to help users learn new languages.
  • Foldit: A puzzle video game about protein folding which has been used in scientific research.
  • Minecraft: Education Edition: A version of Minecraft specifically designed for classroom use, teaching subjects from history to computer programming.

Applicability

Education Systems

Incorporation into curricula to provide engaging, interactive learning experiences.

Corporate Training

Utilized for employee training and development programs.

Healthcare

Applied in physical therapy and mental health interventions.

Government and Military

Used in simulations for training and strategy development.

Comparison with Entertainment Games

While entertainment games are designed with the primary objective of providing amusement, serious games are goal-focused with additional objectives such as education, training, or health improvement.

  • Gamification: The application of game-design elements in non-game contexts to encourage user engagement.
  • Edutainment: A blend of education and entertainment, aiming to teach while providing enjoyment.
  • Simulation: A realistic imitation of an environment or situation for the purposes of training and research.

Frequently Asked Questions

Are serious games only digital?

No, serious games can also be board games or physical activities designed with educational or training goals.

How do serious games differ from traditional educational tools?

Serious games use interactive and often gamified elements to engage users, making the learning process more dynamic and engaging compared to traditional methods.

Can serious games be used in adult education?

Yes, serious games are effective tools in adult education, used in professional training, corporate learning environments, and lifelong learning programs.

References

  1. Michael, D., & Chen, S. (2006). Serious Games: Games That Educate, Train, and Inform. Thomson Course Technology.
  2. Abt, C. C. (1970). Serious Games. Viking Press.

Summary

Serious games represent a powerful blend of engagement and education, designed to achieve specific outcomes beyond pure entertainment. By leveraging the interactive nature of games, serious games enhance learning, training, health interventions, and social awareness, providing valuable tools across various fields.

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